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authormaximius <none@none>2009-10-17 15:51:44 -0700
committermaximius <none@none>2009-10-17 15:51:44 -0700
commite585187b248f48b3c6e9247b49fa07c6565d65e5 (patch)
tree637c5b7ddacf41040bef4ea4f75a97da64c6a9bc /src/game/Player.cpp
parent26b5e033ffde3d161382fc9addbfa99738379641 (diff)
*Backed out changeset 3be01fb200a5
--HG-- branch : trunk
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r--src/game/Player.cpp3380
1 files changed, 3376 insertions, 4 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 0fb078fc7c6..2d49a7559e9 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -17,6 +17,7 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
+
#include "Common.h"
#include "Language.h"
#include "Database/DatabaseEnv.h"
@@ -64,17 +65,23 @@
#include "GameEventMgr.h"
#include "AchievementMgr.h"
#include "SpellAuras.h"
+
#include <cmath>
+
#define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
+
#define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
#define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
#define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
+
#define SKILL_VALUE(x) PAIR32_LOPART(x)
#define SKILL_MAX(x) PAIR32_HIPART(x)
#define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
+
#define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
#define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
#define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
+
enum CharacterFlags
{
CHARACTER_FLAG_NONE = 0x00000000,
@@ -111,16 +118,21 @@ enum CharacterFlags
CHARACTER_FLAG_UNK31 = 0x40000000,
CHARACTER_FLAG_UNK32 = 0x80000000
};
+
// corpse reclaim times
#define DEATH_EXPIRE_STEP (5*MINUTE)
#define MAX_DEATH_COUNT 3
+
static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
+
//== PlayerTaxi ================================================
+
PlayerTaxi::PlayerTaxi()
{
// Taxi nodes
memset(m_taximask, 0, sizeof(m_taximask));
}
+
void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
{
// class specific initial known nodes
@@ -133,6 +145,7 @@ void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 leve
break;
}
}
+
// race specific initial known nodes: capital and taxi hub masks
switch(race)
{
@@ -148,6 +161,7 @@ void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 leve
case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
}
+
// new continent starting masks (It will be accessible only at new map)
switch(Player::TeamForRace(race))
{
@@ -158,9 +172,11 @@ void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 leve
if(level>=68)
SetTaximaskNode(213); //Shattered Sun Staging Area
}
+
void PlayerTaxi::LoadTaxiMask(const char* data)
{
Tokens tokens = StrSplit(data, " ");
+
uint8 index;
Tokens::iterator iter;
for (iter = tokens.begin(), index = 0;
@@ -170,6 +186,7 @@ void PlayerTaxi::LoadTaxiMask(const char* data)
m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
}
}
+
void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
{
if(all)
@@ -183,20 +200,26 @@ void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
data << uint32(m_taximask[i]); // known nodes
}
}
+
bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint32 team )
{
ClearTaxiDestinations();
+
Tokens tokens = StrSplit(values," ");
+
for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
{
uint32 node = uint32(atol(iter->c_str()));
AddTaxiDestination(node);
}
+
if(m_TaxiDestinations.empty())
return true;
+
// Check integrity
if(m_TaxiDestinations.size() < 2)
return false;
+
for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
{
uint32 cost;
@@ -205,29 +228,40 @@ bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint
if(!path)
return false;
}
+
// can't load taxi path without mount set (quest taxi path?)
if(!objmgr.GetTaxiMountDisplayId(GetTaxiSource(),team,true))
return false;
+
return true;
}
+
std::string PlayerTaxi::SaveTaxiDestinationsToString()
{
if(m_TaxiDestinations.empty())
return "";
+
std::ostringstream ss;
+
for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
ss << m_TaxiDestinations[i] << " ";
+
return ss.str();
}
+
uint32 PlayerTaxi::GetCurrentTaxiPath() const
{
if(m_TaxiDestinations.size() < 2)
return 0;
+
uint32 path;
uint32 cost;
+
objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
+
return path;
}
+
std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
{
ss << "'";
@@ -236,62 +270,94 @@ std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
ss << "'";
return ss;
}
+
//== Player ====================================================
+
UpdateMask Player::updateVisualBits;
+
Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this)
{
m_speakTime = 0;
m_speakCount = 0;
+
m_objectType |= TYPEMASK_PLAYER;
m_objectTypeId = TYPEID_PLAYER;
+
m_valuesCount = PLAYER_END;
+
m_session = session;
+
m_divider = 0;
+
m_ExtraFlags = 0;
+
m_spellModTakingSpell = NULL;
m_pad = 0;
+
// players always accept
if(GetSession()->GetSecurity() == SEC_PLAYER)
SetAcceptWhispers(true);
+
m_curSelection = 0;
m_lootGuid = 0;
+
m_comboTarget = 0;
m_comboPoints = 0;
+
m_usedTalentCount = 0;
m_questRewardTalentCount = 0;
+
m_regenTimer = 0;
m_regenTimerCount = 0;
m_weaponChangeTimer = 0;
+
m_zoneUpdateId = 0;
m_zoneUpdateTimer = 0;
+
m_areaUpdateId = 0;
+
m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
+
clearResurrectRequestData();
+
memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
+
m_social = NULL;
+
// group is initialized in the reference constructor
SetGroupInvite(NULL);
m_groupUpdateMask = 0;
m_auraRaidUpdateMask = 0;
+
duel = NULL;
+
m_GuildIdInvited = 0;
m_ArenaTeamIdInvited = 0;
+
m_atLoginFlags = AT_LOGIN_NONE;
+
mSemaphoreTeleport_Near = false;
mSemaphoreTeleport_Far = false;
+
m_DelayedOperations = 0;
m_bCanDelayTeleport = false;
m_bHasDelayedTeleport = false;
m_teleport_options = 0;
+
pTrader = 0;
ClearTrade();
+
m_cinematic = 0;
+
PlayerTalkClass = new PlayerMenu( GetSession() );
m_currentBuybackSlot = BUYBACK_SLOT_START;
+
m_DailyQuestChanged = false;
m_lastDailyQuestTime = 0;
+
for (uint8 i=0; i<MAX_TIMERS; i++)
m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
+
m_MirrorTimerFlags = UNDERWATER_NONE;
m_MirrorTimerFlagsLast = UNDERWATER_NONE;
m_isInWater = false;
@@ -300,13 +366,17 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputa
m_restTime = 0;
m_deathTimer = 0;
m_deathExpireTime = 0;
+
m_swingErrorMsg = 0;
+
m_DetectInvTimer = 1*IN_MILISECONDS;
+
for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j)
{
m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
m_bgBattleGroundQueueID[j].invitedToInstance = 0;
}
+
m_logintime = time(NULL);
m_Last_tick = m_logintime;
m_WeaponProficiency = 0;
@@ -316,12 +386,14 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputa
m_canDualWield = false;
m_canTitanGrip = false;
m_ammoDPS = 0.0f;
+
m_temporaryUnsummonedPetNumber = 0;
//cache for UNIT_CREATED_BY_SPELL to allow
//returning reagents for temporarily removed pets
//when dying/logging out
m_oldpetspell = 0;
m_lastpetnumber = 0;
+
////////////////////Rest System/////////////////////
time_inn_enter=0;
inn_pos_mapid=0;
@@ -331,134 +403,187 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputa
m_rest_bonus=0;
rest_type=REST_TYPE_NO;
////////////////////Rest System/////////////////////
+
m_mailsLoaded = false;
m_mailsUpdated = false;
unReadMails = 0;
m_nextMailDelivereTime = 0;
+
m_resetTalentsCost = 0;
m_resetTalentsTime = 0;
m_itemUpdateQueueBlocked = false;
+
for (uint8 i = 0; i < MAX_MOVE_TYPE; ++i)
m_forced_speed_changes[i] = 0;
+
m_stableSlots = 0;
+
/////////////////// Instance System /////////////////////
+
m_HomebindTimer = 0;
m_InstanceValid = true;
m_dungeonDifficulty = DIFFICULTY_NORMAL;
+
m_lastPotionId = 0;
+
m_activeSpec = 0;
m_specsCount = 0;
+
for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
{
for (int g = 0; g < MAX_GLYPH_SLOT_INDEX; ++g)
m_Glyphs[i][g] = 0;
+
m_talents[i] = new PlayerTalentMap();
}
+
for (int i = 0; i < BASEMOD_END; ++i)
{
m_auraBaseMod[i][FLAT_MOD] = 0.0f;
m_auraBaseMod[i][PCT_MOD] = 1.0f;
}
+
for (uint8 i = 0; i < MAX_COMBAT_RATING; i++)
m_baseRatingValue[i] = 0;
+
m_baseSpellPower = 0;
m_baseFeralAP = 0;
m_baseManaRegen = 0;
+
// Honor System
m_lastHonorUpdateTime = time(NULL);
+
// Player summoning
m_summon_expire = 0;
m_summon_mapid = 0;
m_summon_x = 0.0f;
m_summon_y = 0.0f;
m_summon_z = 0.0f;
+
//Default movement to run mode
//m_unit_movement_flags = 0;
+
m_mover = this;
m_movedPlayer = this;
m_seer = this;
+
m_contestedPvPTimer = 0;
+
m_declinedname = NULL;
+
m_isActive = true;
+
m_runes = NULL;
+
m_lastFallTime = 0;
m_lastFallZ = 0;
+
m_ControlledByPlayer = true;
m_isWorldObject = true;
+
sWorld.IncreasePlayerCount();
+
m_ChampioningFaction = 0;
+
for(int i = 0; i < MAX_POWERS; ++i)
m_powerFraction[i] = 0;
}
+
Player::~Player ()
{
// it must be unloaded already in PlayerLogout and accessed only for loggined player
//m_social = NULL;
+
// Note: buy back item already deleted from DB when player was saved
for(uint8 i = 0; i < PLAYER_SLOTS_COUNT; ++i)
{
if(m_items[i])
delete m_items[i];
}
+
for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
delete itr->second;
+
for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
{
for (PlayerTalentMap::const_iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end(); ++itr)
delete itr->second;
delete m_talents[i];
}
+
//all mailed items should be deleted, also all mail should be deallocated
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
delete *itr;
+
for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
+
delete PlayerTalkClass;
+
for(size_t x = 0; x < ItemSetEff.size(); x++)
if(ItemSetEff[x])
delete ItemSetEff[x];
+
delete m_declinedname;
delete m_runes;
+
sWorld.DecreasePlayerCount();
}
+
void Player::CleanupsBeforeDelete()
{
TradeCancel(false);
DuelComplete(DUEL_INTERUPTED);
+
Unit::CleanupsBeforeDelete();
+
if (m_transport)
m_transport->RemovePassenger(this);
+
// clean up player-instance binds, may unload some instance saves
for(uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i)
for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
itr->second.save->RemovePlayer(this);
}
+
bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId )
{
//FIXME: outfitId not used in player creating
+
Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
+
m_name = name;
+
PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
if(!info)
{
sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
return false;
}
+
for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
m_items[i] = NULL;
+
Relocate(info->positionX,info->positionY,info->positionZ);
+
ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
if(!cEntry)
{
sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
return false;
}
+
SetMap(MapManager::Instance().CreateMap(info->mapId, this, 0));
+
uint8 powertype = cEntry->powerType;
+
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
+
setFactionForRace(race);
+
uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
+
SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
InitDisplayIds();
if(sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP)
@@ -469,14 +594,18 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
+
// -1 is default value
SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
+
SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
SetByteValue(PLAYER_BYTES_3, 0, gender);
+
SetUInt32Value( PLAYER_GUILDID, 0 );
SetUInt32Value( PLAYER_GUILDRANK, 0 );
SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
+
SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled
SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2, 0 ); // 0=disabled
@@ -485,27 +614,34 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0 );
SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
+
// set starting level
uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
: sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
+
if (GetSession()->GetSecurity() >= SEC_MODERATOR)
{
uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
if(gm_level > start_level)
start_level = gm_level;
}
+
SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
+
InitRunes();
+
SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
+
// start with every map explored
if(sWorld.getConfig(CONFIG_START_ALL_EXPLORED))
{
for (uint8 i=0; i<64; i++)
SetFlag(PLAYER_EXPLORED_ZONES_1+i,0xFFFFFFFF);
}
+
//Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way
if(sWorld.getConfig(CONFIG_START_ALL_REP))
{
@@ -520,6 +656,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(934),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1038),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1077),42999);
+
// Factions depending on team, like cities and some more stuff
switch(GetTeam())
{
@@ -547,16 +684,19 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
break;
}
}
+
// Played time
m_Last_tick = time(NULL);
m_Played_time[PLAYED_TIME_TOTAL] = 0;
m_Played_time[PLAYED_TIME_LEVEL] = 0;
+
// base stats and related field values
InitStatsForLevel();
InitTaxiNodesForLevel();
InitGlyphsForLevel();
InitTalentForLevel();
InitPrimaryProfessions(); // to max set before any spell added
+
// apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
SetHealth(GetMaxHealth());
@@ -565,6 +705,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
}
+
if(getPowerType() == POWER_RUNIC_POWER)
{
SetPower(POWER_RUNE, 8);
@@ -572,11 +713,14 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
SetPower(POWER_RUNIC_POWER, 0);
SetMaxPower(POWER_RUNIC_POWER, 1000);
}
+
// original spells
learnDefaultSpells();
+
// original action bar
for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
addActionButton(action_itr->button,action_itr->action,action_itr->type);
+
// original items
CharStartOutfitEntry const* oEntry = NULL;
for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
@@ -590,24 +734,30 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
}
}
}
+
if(oEntry)
{
for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
{
if(oEntry->ItemId[j] <= 0)
continue;
+
uint32 item_id = oEntry->ItemId[j];
+
// Hack for not existed item id in dbc 3.0.3
if(item_id==40582)
continue;
+
ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
if(!iProto)
{
sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
continue;
}
+
// BuyCount by default
uint32 count = iProto->BuyCount;
+
// special amount for food/drink
if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
{
@@ -623,11 +773,14 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
if(iProto->Stackable < count)
count = iProto->Stackable;
}
+
StoreNewItemInBestSlots(item_id, count);
}
}
+
for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
+
// bags and main-hand weapon must equipped at this moment
// now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
// or ammo not equipped in special bag
@@ -653,6 +806,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
pItem = StoreItem( sDest, pItem, true);
}
+
// if this is ammo then use it
msg = CanUseAmmo( pItem->GetEntry() );
if( msg == EQUIP_ERR_OK )
@@ -661,11 +815,14 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
}
}
// all item positions resolved
+
return true;
}
+
bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
{
sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
+
// attempt equip by one
while(titem_amount > 0)
{
@@ -673,12 +830,15 @@ bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
if( msg != EQUIP_ERR_OK )
break;
+
EquipNewItem( eDest, titem_id, true);
AutoUnequipOffhandIfNeed();
--titem_amount;
}
+
if(titem_amount == 0)
return true; // equipped
+
// attempt store
ItemPosCountVec sDest;
// store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
@@ -688,10 +848,12 @@ bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
return true; // stored
}
+
// item can't be added
sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
return false;
}
+
void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
{
if (int(MaxValue) == DISABLED_MIRROR_TIMER)
@@ -709,6 +871,7 @@ void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 Curre
data << (uint32)0; // spell id
GetSession()->SendPacket( &data );
}
+
void Player::StopMirrorTimer(MirrorTimerType Type)
{
m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
@@ -716,10 +879,12 @@ void Player::StopMirrorTimer(MirrorTimerType Type)
data << (uint32)Type;
GetSession()->SendPacket( &data );
}
+
uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
{
if(!isAlive() || isGameMaster())
return 0;
+
// Absorb, resist some environmental damage type
uint32 absorb = 0;
uint32 resist = 0;
@@ -727,8 +892,11 @@ uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
else if (type == DAMAGE_SLIME)
CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
+
damage-=absorb+resist;
+
DealDamageMods(this,damage,&absorb);
+
WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
data << uint64(GetGUID());
data << uint8(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
@@ -736,7 +904,9 @@ uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
data << uint32(absorb);
data << uint32(resist);
SendMessageToSet(&data, true);
+
uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
+
if(!isAlive())
{
if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
@@ -747,10 +917,13 @@ uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
GetSession()->SendPacket(&data2);
}
+
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
}
+
return final_damage;
}
+
int32 Player::getMaxTimer(MirrorTimerType timer)
{
switch (timer)
@@ -778,16 +951,19 @@ int32 Player::getMaxTimer(MirrorTimerType timer)
}
return 0;
}
+
void Player::UpdateMirrorTimers()
{
// Desync flags for update on next HandleDrowning
if (m_MirrorTimerFlags)
m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
}
+
void Player::HandleDrowning(uint32 time_diff)
{
if (!m_MirrorTimerFlags)
return;
+
// In water
if (m_MirrorTimerFlags & UNDERWATER_INWATER)
{
@@ -823,6 +999,7 @@ void Player::HandleDrowning(uint32 time_diff)
else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
}
+
// In dark water
if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
{
@@ -860,6 +1037,7 @@ void Player::HandleDrowning(uint32 time_diff)
else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
}
+
if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME))
{
// Breath timer not activated - activate it
@@ -883,6 +1061,7 @@ void Player::HandleDrowning(uint32 time_diff)
}
else
m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
+
// Recheck timers flag
m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
for (uint8 i = 0; i< MAX_TIMERS; ++i)
@@ -893,13 +1072,16 @@ void Player::HandleDrowning(uint32 time_diff)
}
m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
}
+
///The player sobers by 256 every 10 seconds
void Player::HandleSobering()
{
m_drunkTimer = 0;
+
uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
SetDrunkValue(drunk);
}
+
DrunkenState Player::GetDrunkenstateByValue(uint16 value)
{
if(value >= 23000)
@@ -910,37 +1092,48 @@ DrunkenState Player::GetDrunkenstateByValue(uint16 value)
return DRUNKEN_TIPSY;
return DRUNKEN_SOBER;
}
+
void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
{
uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
+
m_drunk = newDrunkenValue;
SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
+
uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
+
// special drunk invisibility detection
if(newDrunkenState >= DRUNKEN_DRUNK)
m_detectInvisibilityMask |= (1<<6);
else
m_detectInvisibilityMask &= ~(1<<6);
+
if(newDrunkenState == oldDrunkenState)
return;
+
WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
data << uint64(GetGUID());
data << uint32(newDrunkenState);
data << uint32(itemId);
+
SendMessageToSet(&data, true);
}
+
void Player::Update( uint32 p_time )
{
if(!IsInWorld())
return;
+
// undelivered mail
if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
{
SendNewMail();
++unReadMails;
+
// It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
m_nextMailDelivereTime = 0;
}
+
// If this is set during update SetSpellModTakingSpell call is missing somewhere in the code
// Having this would prevent more aura charges to be dropped, so let's crash
//assert (!m_spellModTakingSpell);
@@ -952,25 +1145,35 @@ void Player::Update( uint32 p_time )
assert(false);
m_spellModTakingSpell = NULL;
}
+
//used to implement delayed far teleports
SetCanDelayTeleport(true);
Unit::Update( p_time );
SetCanDelayTeleport(false);
+
time_t now = time (NULL);
+
UpdatePvPFlag(now);
+
UpdateContestedPvP(p_time);
+
UpdateDuelFlag(now);
+
CheckDuelDistance(now);
+
UpdateAfkReport(now);
+
if(isCharmed())
{
if(Unit *charmer = GetCharmer())
if(charmer->GetTypeId() == TYPEID_UNIT && charmer->isAlive())
UpdateCharmedAI();
}
+
// Update items that have just a limited lifetime
if (now>m_Last_tick)
UpdateItemDuration(uint32(now- m_Last_tick));
+
if (!m_timedquests.empty())
{
std::set<uint32>::iterator iter = m_timedquests.begin();
@@ -991,12 +1194,14 @@ void Player::Update( uint32 p_time )
}
}
}
+
if (hasUnitState(UNIT_STAT_MELEE_ATTACKING) && !hasUnitState(UNIT_STAT_CASTING))
{
if(Unit *pVictim = getVictim())
{
// default combat reach 10
// TODO add weapon,skill check
+
if (isAttackReady(BASE_ATTACK))
{
if(!IsWithinMeleeRange(pVictim))
@@ -1021,6 +1226,7 @@ void Player::Update( uint32 p_time )
else
{
m_swingErrorMsg = 0; // reset swing error state
+
// prevent base and off attack in same time, delay attack at 0.2 sec
if(haveOffhandWeapon())
{
@@ -1032,6 +1238,7 @@ void Player::Update( uint32 p_time )
resetAttackTimer(BASE_ATTACK);
}
}
+
if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
{
if(!IsWithinMeleeRange(pVictim))
@@ -1053,6 +1260,7 @@ void Player::Update( uint32 p_time )
resetAttackTimer(OFF_ATTACK);
}
}
+
/*Unit *owner = pVictim->GetOwner();
Unit *u = owner ? owner : pVictim;
if(u->IsPvP() && (!duel || duel->opponent != u))
@@ -1062,6 +1270,7 @@ void Player::Update( uint32 p_time )
}*/
}
}
+
if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
{
if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
@@ -1076,6 +1285,7 @@ void Player::Update( uint32 p_time )
}
}
}
+
if (m_weaponChangeTimer > 0)
{
if(p_time >= m_weaponChangeTimer)
@@ -1083,12 +1293,14 @@ void Player::Update( uint32 p_time )
else
m_weaponChangeTimer -= p_time;
}
+
if (m_zoneUpdateTimer > 0)
{
if(p_time >= m_zoneUpdateTimer)
{
uint32 newzone, newarea;
GetZoneAndAreaId(newzone,newarea);
+
if( m_zoneUpdateId != newzone )
UpdateZone(newzone,newarea); // also update area
else
@@ -1097,21 +1309,25 @@ void Player::Update( uint32 p_time )
// needed for free far all arenas for example
if( m_areaUpdateId != newarea )
UpdateArea(newarea);
+
m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
}
}
else
m_zoneUpdateTimer -= p_time;
}
+
if (isAlive())
{
m_regenTimer += p_time;
RegenerateAll();
}
+
if (m_deathState == JUST_DIED)
{
KillPlayer();
}
+
if(m_nextSave > 0)
{
if(p_time >= m_nextSave)
@@ -1125,8 +1341,10 @@ void Player::Update( uint32 p_time )
m_nextSave -= p_time;
}
}
+
//Handle Water/drowning
HandleDrowning(p_time);
+
//Handle detect stealth players
if (m_DetectInvTimer > 0)
{
@@ -1138,6 +1356,7 @@ void Player::Update( uint32 p_time )
else
m_DetectInvTimer -= p_time;
}
+
// Played time
if (now > m_Last_tick)
{
@@ -1146,12 +1365,15 @@ void Player::Update( uint32 p_time )
m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time
m_Last_tick = now;
}
+
if (m_drunk)
{
m_drunkTimer += p_time;
+
if (m_drunkTimer > 10*IN_MILISECONDS)
HandleSobering();
}
+
// not auto-free ghost from body in instances
if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
{
@@ -1164,25 +1386,32 @@ void Player::Update( uint32 p_time )
else
m_deathTimer -= p_time;
}
+
UpdateEnchantTime(p_time);
UpdateHomebindTime(p_time);
+
// group update
SendUpdateToOutOfRangeGroupMembers();
+
Pet* pet = GetPet();
if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && !pet->isPossessed())
//if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
{
RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
}
+
//we should execute delayed teleports only for alive(!) players
//because we don't want player's ghost teleported from graveyard
if(IsHasDelayedTeleport() && isAlive())
TeleportTo(m_teleport_dest, m_teleport_options);
}
+
void Player::setDeathState(DeathState s)
{
uint32 ressSpellId = 0;
+
bool cur = isAlive();
+
if(s == JUST_DIED)
{
if(!cur)
@@ -1190,17 +1419,23 @@ void Player::setDeathState(DeathState s)
sLog.outError("setDeathState: attempt to kill a dead player %s(%d)", GetName(), GetGUIDLow());
return;
}
+
// drunken state is cleared on death
SetDrunkValue(0);
// lost combo points at any target (targeted combo points clear in Unit::setDeathState)
ClearComboPoints();
+
clearResurrectRequestData();
+
// remove form before other mods to prevent incorrect stats calculation
RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
+
//FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
+
// save value before aura remove in Unit::setDeathState
ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
+
// passive spell
if(!ressSpellId)
ressSpellId = GetResurrectionSpellId();
@@ -1209,18 +1444,22 @@ void Player::setDeathState(DeathState s)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
}
Unit::setDeathState(s);
+
// restore resurrection spell id for player after aura remove
if(s == JUST_DIED && cur && ressSpellId)
SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
+
if(isAlive() && !cur)
{
//clear aura case after resurrection by another way (spells will be applied before next death)
SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
+
// restore default warrior stance
if(getClass()== CLASS_WARRIOR)
CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
}
}
+
bool Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
{
// 0 1 2 3 4 5 6 7
@@ -1229,35 +1468,45 @@ bool Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
// "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
// 15 16 17 18 19 20
// "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
+
Field *fields = result->Fetch();
+
uint32 guid = fields[0].GetUInt32();
uint8 pRace = fields[2].GetUInt8();
uint8 pClass = fields[3].GetUInt8();
+
PlayerInfo const *info = objmgr.GetPlayerInfo(pRace, pClass);
if(!info)
{
sLog.outError("Player %u has incorrect race/class pair. Don't build enum.", guid);
return false;
}
+
*p_data << uint64(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
*p_data << fields[1].GetString(); // name
*p_data << uint8(pRace); // race
*p_data << uint8(pClass); // class
*p_data << uint8(fields[4].GetUInt8()); // gender
+
uint32 playerBytes = fields[5].GetUInt32();
*p_data << uint8(playerBytes); // skin
*p_data << uint8(playerBytes >> 8); // face
*p_data << uint8(playerBytes >> 16); // hair style
*p_data << uint8(playerBytes >> 24); // hair color
+
uint32 playerBytes2 = fields[6].GetUInt32();
*p_data << uint8(playerBytes2 & 0xFF); // facial hair
+
*p_data << uint8(fields[7].GetUInt8()); // level
*p_data << uint32(fields[8].GetUInt32()); // zone
*p_data << uint32(fields[9].GetUInt32()); // map
+
*p_data << fields[10].GetFloat(); // x
*p_data << fields[11].GetFloat(); // y
*p_data << fields[12].GetFloat(); // z
+
*p_data << uint32(fields[13].GetUInt32()); // guild id
+
uint32 char_flags = 0;
uint32 playerFlags = fields[14].GetUInt32();
uint32 atLoginFlags = fields[15].GetUInt32();
@@ -1276,15 +1525,18 @@ bool Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
}
else
char_flags |= CHARACTER_FLAG_DECLINED;
+
*p_data << uint32(char_flags); // character flags
// character customize (flags?)
*p_data << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? 1 : 0);
*p_data << uint8(1); // unknown
+
// Pets info
{
uint32 petDisplayId = 0;
uint32 petLevel = 0;
uint32 petFamily = 0;
+
// show pet at selection character in character list only for non-ghost character
if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT))
{
@@ -1297,12 +1549,15 @@ bool Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
petFamily = cInfo->family;
}
}
+
*p_data << uint32(petDisplayId);
*p_data << uint32(petLevel);
*p_data << uint32(petFamily);
}
+
// TODO: do not access data field here
Tokens data = StrSplit(fields[19].GetCppString(), " ");
+
for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
{
uint32 visualbase = PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2);
@@ -1315,7 +1570,9 @@ bool Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
*p_data << uint32(0);
continue;
}
+
SpellItemEnchantmentEntry const *enchant = NULL;
+
uint32 enchants = GetUInt32ValueFromArray(data, visualbase + 1);
for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot)
{
@@ -1323,9 +1580,11 @@ bool Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16);
if(!enchantId)
continue;
+
if ((enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId)))
break;
}
+
*p_data << uint32(proto->DisplayInfoID);
*p_data << uint8(proto->InventoryType);
*p_data << uint32(enchant ? enchant->aura_id : 0);
@@ -1333,22 +1592,30 @@ bool Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
*p_data << uint32(0); // first bag display id
*p_data << uint8(0); // first bag inventory type
*p_data << uint32(0); // enchant?
+
return true;
}
+
bool Player::ToggleAFK()
{
ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
+
bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
+
// afk player not allowed in battleground
if(state && InBattleGround())
LeaveBattleground();
+
return state;
}
+
bool Player::ToggleDND()
{
ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
+
return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
}
+
uint8 Player::chatTag() const
{
// it's bitmask
@@ -1365,6 +1632,7 @@ uint8 Player::chatTag() const
else
return 0;
}
+
void Player::SendTeleportAckMsg()
{
WorldPacket data(MSG_MOVE_TELEPORT_ACK, 41);
@@ -1373,16 +1641,21 @@ void Player::SendTeleportAckMsg()
BuildMovementPacket(&data);
GetSession()->SendPacket(&data);
}
+
// this is not used anywhere
void Player::TeleportOutOfMap(Map *oldMap)
{
while(IsBeingTeleportedFar())
GetSession()->HandleMoveWorldportAckOpcode();
+
if(GetMap() != oldMap)
return;
+
TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
+
while(IsBeingTeleportedFar())
GetSession()->HandleMoveWorldportAckOpcode();
+
if(GetMap() == oldMap)
{
sLog.outCrash("Cannot teleport player out of map!");
@@ -1390,6 +1663,7 @@ void Player::TeleportOutOfMap(Map *oldMap)
assert(false);
}
}
+
bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
{
if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
@@ -1397,33 +1671,43 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
return false;
}
+
if((GetSession()->GetSecurity() < SEC_GAMEMASTER) && !sWorld.IsAllowedMap(mapid))
{
sLog.outError("Player %s tried to enter a forbidden map", GetName());
return false;
}
+
// preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
Pet* pet = GetPet();
+
MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
+
// don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
// don't let gm level > 1 either
if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
return false;
+
// client without expansion support
if(GetSession()->Expansion() < mEntry->Expansion())
{
sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
+
if(GetTransport())
RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
+
SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
+
return false; // normal client can't teleport to this map...
}
else
{
sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid);
}
+
// reset movement flags at teleport, because player will continue move with these flags after teleport
SetUnitMovementFlags(0);
+
if (m_transport)
{
if (options & TELE_TO_NOT_LEAVE_TRANSPORT)
@@ -1439,6 +1723,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
m_movementInfo.t_time = 0;
}
}
+
// The player was ported to another map and looses the duel immediately.
// We have to perform this check before the teleport, otherwise the
// ObjectAccessor won't find the flag.
@@ -1448,6 +1733,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
if (obj)
DuelComplete(DUEL_FLED);
}
+
if ((GetMapId() == mapid) && (!m_transport))
{
//lets reset far teleport flag if it wasn't reset during chained teleports
@@ -1464,17 +1750,21 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
m_teleport_options = options;
return true;
}
+
if (!(options & TELE_TO_NOT_UNSUMMON_PET))
{
//same map, only remove pet if out of range for new position
if(pet && !pet->IsWithinDist3d(x,y,z, OWNER_MAX_DISTANCE))
UnsummonPetTemporaryIfAny();
}
+
if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
CombatStop();
+
// this will be used instead of the current location in SaveToDB
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
SetFallInformation(0, z);
+
// code for finish transfer called in WorldSession::HandleMovementOpcodes()
// at client packet MSG_MOVE_TELEPORT_ACK
SetSemaphoreTeleportNear(true);
@@ -1493,13 +1783,16 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
if(getClass() == CLASS_DEATH_KNIGHT && GetMapId() == 609 && !isGameMaster()
&& !HasSpell(SPELL_ID_DEATH_GATE))
return false;
+
// far teleport to another map
Map* oldmap = IsInWorld() ? GetMap() : NULL;
// check if we can enter before stopping combat / removing pet / totems / interrupting spells
+
// Check enter rights before map getting to avoid creating instance copy for player
// this check not dependent from map instance copy and same for all instance copies of selected map
if (!MapManager::Instance().CanPlayerEnter(mapid, this))
return false;
+
// If the map is not created, assume it is possible to enter it.
// It will be created in the WorldPortAck.
Map *map = MapManager::Instance().FindMap(mapid);
@@ -1519,9 +1812,13 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
m_teleport_options = options;
return true;
}
+
SetSelection(0);
+
CombatStop();
+
ResetContestedPvP();
+
// remove player from battleground on far teleport (when changing maps)
if(BattleGround const* bg = GetBattleGround())
{
@@ -1531,18 +1828,23 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
if(bg->GetMapId() != mapid)
LeaveBattleground(false); // don't teleport to entry point
}
+
// remove pet on map change
if (pet)
UnsummonPetTemporaryIfAny();
+
// remove all dyn objects
RemoveAllDynObjects();
+
// stop spellcasting
// not attempt interrupt teleportation spell at caster teleport
if(!(options & TELE_TO_SPELL))
if(IsNonMeleeSpellCasted(true))
InterruptNonMeleeSpells(true);
+
//remove auras before removing from map...
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
+
if(!GetSession()->PlayerLogout())
{
// send transfer packets
@@ -1553,6 +1855,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
data << m_transport->GetEntry() << GetMapId();
}
GetSession()->SendPacket(&data);
+
data.Initialize(SMSG_NEW_WORLD, (20));
if (m_transport)
{
@@ -1565,13 +1868,16 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
GetSession()->SendPacket( &data );
SendSavedInstances();
}
+
// remove from old map now
if(oldmap) oldmap->Remove(this, false);
+
// new final coordinates
float final_x = x;
float final_y = y;
float final_z = z;
float final_o = orientation;
+
if(m_transport)
{
final_x += m_movementInfo.t_x;
@@ -1579,10 +1885,12 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
final_z += m_movementInfo.t_z;
final_o += m_movementInfo.t_o;
}
+
m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
SetFallInformation(0, final_z);
// if the player is saved before worldportack (at logout for example)
// this will be used instead of the current location in SaveToDB
+
// move packet sent by client always after far teleport
// code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
SetSemaphoreTeleportFar(true);
@@ -1592,39 +1900,49 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
}
return true;
}
+
bool Player::TeleportToBGEntryPoint()
{
ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
return TeleportTo(m_bgData.joinPos);
}
+
void Player::ProcessDelayedOperations()
{
if(m_DelayedOperations == 0)
return;
+
if(m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
{
ResurrectPlayer(0.0f, false);
+
if(GetMaxHealth() > m_resurrectHealth)
SetHealth( m_resurrectHealth );
else
SetHealth( GetMaxHealth() );
+
if(GetMaxPower(POWER_MANA) > m_resurrectMana)
SetPower(POWER_MANA, m_resurrectMana );
else
SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
+
SetPower(POWER_RAGE, 0 );
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
+
SpawnCorpseBones();
}
+
if(m_DelayedOperations & DELAYED_SAVE_PLAYER)
{
SaveToDB();
}
+
if(m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
{
CastSpell(this, SPELL_ID_DESERTER, true); // Deserter
}
+
if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
{
if (m_bgData.mountSpell)
@@ -1633,6 +1951,7 @@ void Player::ProcessDelayedOperations()
m_bgData.mountSpell = 0;
}
}
+
if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
{
if (m_bgData.HasTaxiPath())
@@ -1640,24 +1959,29 @@ void Player::ProcessDelayedOperations()
m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]);
m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]);
m_bgData.ClearTaxiPath();
+
ContinueTaxiFlight();
}
}
+
//we have executed ALL delayed ops, so clear the flag
m_DelayedOperations = 0;
}
+
void Player::AddToWorld()
{
///- Do not add/remove the player from the object storage
///- It will crash when updating the ObjectAccessor
///- The player should only be added when logging in
Unit::AddToWorld();
+
for(uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
{
if(m_items[i])
m_items[i]->AddToWorld();
}
}
+
void Player::RemoveFromWorld()
{
// cleanup
@@ -1669,17 +1993,21 @@ void Player::RemoveFromWorld()
UnsummonPetTemporaryIfAny();
sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId);
}
+
///- Do not add/remove the player from the object storage
///- It will crash when updating the ObjectAccessor
///- The player should only be removed when logging out
Unit::RemoveFromWorld();
+
for(uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
{
if(m_items[i])
m_items[i]->RemoveFromWorld();
}
+
for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
iter->second->RemoveFromWorld();
+
if(m_uint32Values)
{
if(WorldObject *viewpoint = GetViewpoint())
@@ -1689,13 +2017,18 @@ void Player::RemoveFromWorld()
}
}
}
+
void Player::RegenerateAll()
{
//if (m_regenTimer <= 500)
// return;
+
m_regenTimerCount += m_regenTimer;
+
Regenerate( POWER_ENERGY );
+
Regenerate( POWER_MANA );
+
if(m_regenTimerCount >= 2000)
{
// Not in combat or they have regeneration
@@ -1710,12 +2043,16 @@ void Player::RegenerateAll()
Regenerate(POWER_RUNIC_POWER);
}
}
+
if(getClass() == CLASS_DEATH_KNIGHT)
Regenerate( POWER_RUNE );
+
m_regenTimerCount -= 2000;
}
+
m_regenTimer = 0;
}
+
void Player::Regenerate(Powers power)
{
if(power == POWER_RUNE)
@@ -1724,16 +2061,21 @@ void Player::Regenerate(Powers power)
if(uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
SetRuneCooldown(i, cd - 1); // ... by 2 sec (because update is every 2 sec)
}
+
uint32 maxValue = GetMaxPower(power);
if(!maxValue)
return;
+
uint32 curValue = GetPower(power);
if(curValue == maxValue)
return;
+
// TODO: possible use of miscvalueb instead of amount
if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, power))
return;
+
float addvalue = 0.0f;
+
switch (power)
{
case POWER_MANA:
@@ -1769,6 +2111,7 @@ void Player::Regenerate(Powers power)
case POWER_HEALTH:
break;
}
+
// Mana regen calculated in Player::UpdateManaRegen()
// Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
if(power != POWER_MANA)
@@ -1778,11 +2121,14 @@ void Player::Regenerate(Powers power)
if ((*i)->GetMiscValue() == power)
addvalue *= ((*i)->GetAmount() + 100) / 100.0f;
}
+
addvalue += m_powerFraction[power];
uint32 integerValue = (uint32)addvalue;
+
if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
{
curValue += integerValue;
+
if (curValue > maxValue)
{
curValue = maxValue;
@@ -1802,20 +2148,25 @@ void Player::Regenerate(Powers power)
{
curValue = 0;
m_powerFraction[power] = 0;
- }
+ }
}
if(m_regenTimerCount >= 2000)
SetPower(power, curValue);
else
UpdateUInt32Value(UNIT_FIELD_POWER1 + power, curValue);
}
+
void Player::RegenerateHealth()
{
uint32 curValue = GetHealth();
uint32 maxValue = GetMaxHealth();
+
if (curValue >= maxValue) return;
+
float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
+
float addvalue = 0.0f;
+
// polymorphed case
if ( IsPolymorphed() )
addvalue = GetMaxHealth()/3;
@@ -1831,61 +2182,79 @@ void Player::RegenerateHealth()
}
else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
+
if(!IsStandState())
addvalue *= 1.5;
}
+
// always regeneration bonus (including combat)
addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
+
if(addvalue < 0)
addvalue = 0;
+
ModifyHealth(int32(addvalue));
}
+
bool Player::CanInteractWithNPCs(bool alive) const
{
if(alive && !isAlive())
return false;
if(isInFlight())
return false;
+
return true;
}
+
Creature*
Player::GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask)
{
// unit checks
if (!guid)
return NULL;
+
if(!IsInWorld())
return NULL;
+
// exist (we need look pets also for some interaction (quest/etc)
Creature *unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
if (!unit)
return NULL;
+
// player check
if(!CanInteractWithNPCs(!unit->isSpiritService()))
return NULL;
+
// appropriate npc type
if(npcflagmask && !unit->HasFlag( UNIT_NPC_FLAGS, npcflagmask ))
return NULL;
+
// alive or spirit healer
if(!unit->isAlive() && (!unit->isSpiritService() || isAlive() ))
return NULL;
+
// not allow interaction under control, but allow with own pets
if(unit->GetCharmerGUID())
return NULL;
+
// not enemy
if( unit->IsHostileTo(this))
return NULL;
+
// not unfriendly
if(FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
if(factionTemplate->faction)
if(FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
if(faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
return NULL;
+
// not too far
if(!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE))
return NULL;
+
return unit;
}
+
GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const
{
if(GameObject *go = GetMap()->GetGameObject(guid))
@@ -1908,33 +2277,41 @@ GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes
maxdist = INTERACTION_DISTANCE;
break;
}
+
if (go->IsWithinDistInMap(this, maxdist))
return go;
+
sLog.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name,
go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this));
}
}
return NULL;
}
+
bool Player::IsUnderWater() const
{
return IsInWater() &&
GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
}
+
void Player::SetInWater(bool apply)
{
if(m_isInWater==apply)
return;
+
//define player in water by opcodes
//move player's guid into HateOfflineList of those mobs
//which can't swim and move guid back into ThreatList when
//on surface.
//TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
m_isInWater = apply;
+
// remove auras that need water/land
RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
+
getHostilRefManager().updateThreatTables();
}
+
void Player::SetGameMaster(bool on)
{
if(on)
@@ -1942,15 +2319,19 @@ void Player::SetGameMaster(bool on)
m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
setFaction(35);
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
+
if (Pet* pet = GetPet())
{
pet->setFaction(35);
pet->getHostilRefManager().setOnlineOfflineState(false);
}
+
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
ResetContestedPvP();
+
getHostilRefManager().setOnlineOfflineState(false);
CombatStopWithPets();
+
SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases
}
else
@@ -1958,29 +2339,37 @@ void Player::SetGameMaster(bool on)
// restore phase
AuraEffectList const& phases = GetAurasByType(SPELL_AURA_PHASE);
SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false);
+
m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
setFactionForRace(getRace());
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
+
if (Pet* pet = GetPet())
{
pet->setFaction(getFaction());
pet->getHostilRefManager().setOnlineOfflineState(true);
}
+
// restore FFA PvP Server state
if(sWorld.IsFFAPvPRealm())
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
+
// restore FFA PvP area state, remove not allowed for GM mounts
UpdateArea(m_areaUpdateId);
+
getHostilRefManager().setOnlineOfflineState(true);
}
+
//ObjectAccessor::UpdateVisibilityForPlayer(this);
SetToNotify();
}
+
void Player::SetGMVisible(bool on)
{
if(on)
{
m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
+
// Reapply stealth/invisibility if active or show if not any
if(HasAuraType(SPELL_AURA_MOD_STEALTH))
SetVisibility(VISIBILITY_GROUP_STEALTH);
@@ -1992,11 +2381,14 @@ void Player::SetGMVisible(bool on)
else
{
m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
+
SetAcceptWhispers(false);
SetGameMaster(true);
+
SetVisibility(VISIBILITY_OFF);
}
}
+
bool Player::IsGroupVisibleFor(Player* p) const
{
switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
@@ -2006,12 +2398,14 @@ bool Player::IsGroupVisibleFor(Player* p) const
case 2: return GetTeam()==p->GetTeam();
}
}
+
bool Player::IsInSameGroupWith(Player const* p) const
{
return (p==this || (GetGroup() != NULL &&
GetGroup() == p->GetGroup() &&
GetGroup()->SameSubGroup((Player*)this, (Player*)p)));
}
+
///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
/// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
void Player::UninviteFromGroup()
@@ -2019,7 +2413,9 @@ void Player::UninviteFromGroup()
Group* group = GetGroupInvite();
if(!group)
return;
+
group->RemoveInvite(this);
+
if(group->GetMembersCount() <= 1) // group has just 1 member => disband
{
if(group->IsCreated())
@@ -2029,9 +2425,11 @@ void Player::UninviteFromGroup()
}
else
group->RemoveAllInvites();
+
delete group;
}
}
+
void Player::RemoveFromGroup(Group* group, uint64 guid)
{
if(group)
@@ -2045,6 +2443,7 @@ void Player::RemoveFromGroup(Group* group, uint64 guid)
}
}
}
+
void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
{
WorldPacket data(SMSG_LOG_XPGAIN, 21);
@@ -2059,49 +2458,64 @@ void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
data << uint8(0); // new 2.4.0
GetSession()->SendPacket(&data);
}
+
void Player::GiveXP(uint32 xp, Unit* victim)
{
if ( xp < 1 )
return;
+
if(!isAlive())
return;
+
uint32 level = getLevel();
+
// Favored experience increase START
uint32 zone = GetZoneId();
float favored_exp_mult = 0;
if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_exp_mult = 0.05; // Thrallmar's Favor and Honor Hold's Favor
xp *= (1 + favored_exp_mult);
// Favored experience increase END
+
// XP to money conversion processed in Player::RewardQuest
if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
return;
+
// XP resting bonus for kill
uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
+
SendLogXPGain(xp,victim,rested_bonus_xp);
+
uint32 curXP = GetUInt32Value(PLAYER_XP);
uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
uint32 newXP = curXP + xp + rested_bonus_xp;
+
while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
{
newXP -= nextLvlXP;
+
if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
GiveLevel(level + 1);
+
level = getLevel();
nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
}
newXP = GetSession()->HandleOnGetXP(newXP);
SetUInt32Value(PLAYER_XP, newXP);
}
+
// Update player to next level
// Current player experience not update (must be update by caller)
void Player::GiveLevel(uint32 level)
{
if ( level == getLevel() )
return;
+
PlayerLevelInfo info;
objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
+
PlayerClassLevelInfo classInfo;
objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
+
// send levelup info to client
WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
data << uint32(level);
@@ -2117,24 +2531,36 @@ void Player::GiveLevel(uint32 level)
// end for
for(uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
+
GetSession()->SendPacket(&data);
+
SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
+
//update level, max level of skills
m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset
+
_ApplyAllLevelScaleItemMods(false);
+
SetLevel(level);
+
UpdateSkillsForLevel ();
+
// save base values (bonuses already included in stored stats
for(uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetCreateStat(Stats(i), info.stats[i]);
+
SetCreateHealth(classInfo.basehealth);
SetCreateMana(classInfo.basemana);
+
InitTalentForLevel();
InitTaxiNodesForLevel();
InitGlyphsForLevel();
+
UpdateAllStats();
+
if(sWorld.getConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up
UpdateSkillsToMaxSkillsForLevel();
+
// set current level health and mana/energy to maximum after applying all mods.
SetHealth(GetMaxHealth());
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
@@ -2143,12 +2569,16 @@ void Player::GiveLevel(uint32 level)
SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
SetPower(POWER_FOCUS, 0);
SetPower(POWER_HAPPINESS, 0);
+
_ApplyAllLevelScaleItemMods(true);
+
// update level to hunter/summon pet
if (Pet* pet = GetPet())
pet->SynchronizeLevelWithOwner();
+
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
}
+
void Player::InitTalentForLevel()
{
uint32 level = getLevel();
@@ -2169,7 +2599,9 @@ void Player::InitTalentForLevel()
m_specsCount = 1;
m_activeSpec = 0;
}
+
uint32 talentPointsForLevel = CalculateTalentsPoints();
+
// if used more that have then reset
if(m_usedTalentCount > talentPointsForLevel)
{
@@ -2182,37 +2614,53 @@ void Player::InitTalentForLevel()
else
SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
}
+
if(!GetSession()->PlayerLoading())
SendTalentsInfoData(false); // update at client
}
+
void Player::InitStatsForLevel(bool reapplyMods)
{
if(reapplyMods) //reapply stats values only on .reset stats (level) command
_RemoveAllStatBonuses();
+
PlayerClassLevelInfo classInfo;
objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
+
PlayerLevelInfo info;
objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
+
SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
+
UpdateSkillsForLevel ();
+
// set default cast time multiplier
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
+
// reset size before reapply auras
SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
+
// save base values (bonuses already included in stored stats
for(uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetCreateStat(Stats(i), info.stats[i]);
+
for(uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetStat(Stats(i), info.stats[i]);
+
SetCreateHealth(classInfo.basehealth);
+
//set create powers
SetCreateMana(classInfo.basemana);
+
SetArmor(int32(m_createStats[STAT_AGILITY]*2));
+
InitStatBuffMods();
+
//reset rating fields values
for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
SetUInt32Value(index, 0);
+
SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
for (uint8 i = 0; i < 7; i++)
{
@@ -2220,34 +2668,42 @@ void Player::InitStatsForLevel(bool reapplyMods)
SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
}
+
//reset attack power, damage and attack speed fields
SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
+
SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
+
SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
+
// Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
+
// Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
for (uint8 i = 0; i < 7; ++i)
SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
+
SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
+
// Dodge percentage
SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
+
// set armor (resistance 0) to original value (create_agility*2)
SetArmor(int32(m_createStats[STAT_AGILITY]*2));
SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
@@ -2259,6 +2715,7 @@ void Player::InitStatsForLevel(bool reapplyMods)
SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
}
+
SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
for(uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
@@ -2271,12 +2728,16 @@ void Player::InitStatsForLevel(bool reapplyMods)
SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
// Init data for form but skip reapply item mods for form
InitDataForForm(reapplyMods);
+
// save new stats
for (uint8 i = POWER_MANA; i < MAX_POWERS; i++)
SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
+
SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
+
// cleanup mounted state (it will set correctly at aura loading if player saved at mount.
SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
+
// cleanup unit flags (will be re-applied if need at aura load).
RemoveFlag( UNIT_FIELD_FLAGS,
UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
@@ -2285,15 +2746,21 @@ void Player::InitStatsForLevel(bool reapplyMods)
UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
+
SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
+
// cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_ALLOW_ONLY_ABILITY);
+
RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
+
// restore if need some important flags
SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
+
if(reapplyMods) //reapply stats values only on .reset stats (level) command
_ApplyAllStatBonuses();
+
// set current level health and mana/energy to maximum after applying all mods.
SetHealth(GetMaxHealth());
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
@@ -2303,30 +2770,41 @@ void Player::InitStatsForLevel(bool reapplyMods)
SetPower(POWER_FOCUS, 0);
SetPower(POWER_HAPPINESS, 0);
SetPower(POWER_RUNIC_POWER, 0);
+
// update level to hunter/summon pet
if (Pet* pet = GetPet())
pet->SynchronizeLevelWithOwner();
}
+
void Player::SendInitialSpells()
{
time_t curTime = time(NULL);
time_t infTime = curTime + infinityCooldownDelayCheck;
+
uint16 spellCount = 0;
+
WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
data << uint8(0);
+
size_t countPos = data.wpos();
data << uint16(spellCount); // spell count placeholder
+
for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if(itr->second->state == PLAYERSPELL_REMOVED)
continue;
+
if(!itr->second->active || itr->second->disabled)
continue;
+
data << uint32(itr->first);
data << uint16(0); // it's not slot id
+
spellCount +=1;
}
+
data.put<uint16>(countPos,spellCount); // write real count value
+
uint16 spellCooldowns = m_spellCooldowns.size();
data << uint16(spellCooldowns);
for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
@@ -2334,9 +2812,12 @@ void Player::SendInitialSpells()
SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
if(!sEntry)
continue;
+
data << uint32(itr->first);
+
data << uint16(itr->second.itemid); // cast item id
data << uint16(sEntry->Category); // spell category
+
// send infinity cooldown in special format
if(itr->second.end >= infTime)
{
@@ -2344,7 +2825,9 @@ void Player::SendInitialSpells()
data << uint32(0x80000000); // category cooldown
continue;
}
+
time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILISECONDS : 0;
+
if(sEntry->Category) // may be wrong, but anyway better than nothing...
{
data << uint32(0); // cooldown
@@ -2356,9 +2839,12 @@ void Player::SendInitialSpells()
data << uint32(0); // category cooldown
}
}
+
GetSession()->SendPacket(&data);
+
sLog.outDetail( "CHARACTER: Sent Initial Spells" );
}
+
void Player::RemoveMail(uint32 id)
{
for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
@@ -2371,6 +2857,7 @@ void Player::RemoveMail(uint32 id)
}
}
}
+
void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
{
WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
@@ -2386,6 +2873,7 @@ void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResp
}
GetSession()->SendPacket(&data);
}
+
void Player::SendNewMail()
{
// deliver undelivered mail
@@ -2393,6 +2881,7 @@ void Player::SendNewMail()
data << (uint32) 0;
GetSession()->SendPacket(&data);
}
+
void Player::UpdateNextMailTimeAndUnreads()
{
// calculate next delivery time (min. from non-delivered mails
@@ -2411,6 +2900,7 @@ void Player::UpdateNextMailTimeAndUnreads()
++unReadMails;
}
}
+
void Player::AddNewMailDeliverTime(time_t deliver_time)
{
if(deliver_time <= time(NULL)) // ready now
@@ -2424,6 +2914,7 @@ void Player::AddNewMailDeliverTime(time_t deliver_time)
m_nextMailDelivereTime = deliver_time;
}
}
+
bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
@@ -2437,8 +2928,10 @@ bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
}
else
sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
+
return false;
}
+
if(!SpellMgr::IsSpellValid(spellInfo,this,false))
{
// do character spell book cleanup (all characters)
@@ -2449,8 +2942,10 @@ bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
}
else
sLog.outError("Player::addTalent: Broken spell #%u learning not allowed.",spell_id);
+
return false;
}
+
PlayerTalentMap::iterator itr = m_talents[spec]->find(spell_id);
if (itr != m_talents[spec]->end())
{
@@ -2466,6 +2961,7 @@ bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
uint32 rankSpellId = talentInfo->RankID[rank];
if(!rankSpellId || rankSpellId == spell_id)
continue;
+
PlayerTalentMap::iterator itr = m_talents[spec]->find(rankSpellId);
if (itr != m_talents[spec]->end())
{
@@ -2473,15 +2969,19 @@ bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
}
}
}
+
PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
PlayerTalent *newtalent = new PlayerTalent();
+
newtalent->state = state;
newtalent->spec = spec;
+
(*m_talents[spec])[spell_id] = newtalent;
return true;
}
return false;
}
+
bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
@@ -2495,8 +2995,10 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
}
else
sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
+
return false;
}
+
if(!SpellMgr::IsSpellValid(spellInfo,this,false))
{
// do character spell book cleanup (all characters)
@@ -2507,13 +3009,18 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
}
else
sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
+
return false;
}
+
PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
+
bool dependent_set = false;
bool disabled_case = false;
bool superceded_old = false;
+
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
+
// Remove temporary spell if found to prevent conflicts
if (itr != m_spells.end() && itr->second->state == PLAYERSPELL_TEMPORARY)
RemoveTemporarySpell(spell_id);
@@ -2533,14 +3040,17 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
}
}
}
+
// not do anything if already known in expected state
if(itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
itr->second->dependent == dependent && itr->second->disabled == disabled)
{
if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
itr->second->state = PLAYERSPELL_UNCHANGED;
+
return false;
}
+
// dependent spell known as not dependent, overwrite state
if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
{
@@ -2549,14 +3059,17 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
itr->second->state = PLAYERSPELL_CHANGED;
dependent_set = true;
}
+
// update active state for known spell
if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
{
itr->second->active = active;
+
if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
itr->second->state = PLAYERSPELL_UNCHANGED;
else if(itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
+
if(active)
{
if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo))
@@ -2579,15 +3092,19 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
GetSession()->SendPacket(&data);
}
}
+
return active; // learn (show in spell book if active now)
}
+
if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
{
if(itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
itr->second->disabled = disabled;
+
if(disabled)
return false;
+
disabled_case = true;
}
else switch(itr->second->state)
@@ -2606,10 +3123,12 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
// can be in case spell loading but learned at some previous spell loading
if(!IsInWorld() && !learning && !dependent_set)
itr->second->state = PLAYERSPELL_UNCHANGED;
+
return false;
}
}
}
+
if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
{
// talent: unlearn all other talent ranks (high and low)
@@ -2623,6 +3142,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
uint32 rankSpellId = talentInfo->RankID[rank];
if(!rankSpellId || rankSpellId == spell_id)
continue;
+
removeSpell(rankSpellId,false,false);
}
}
@@ -2635,11 +3155,13 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
else // at normal learning
learnSpell(prev_spell,true);
}
+
PlayerSpell *newspell = new PlayerSpell;
newspell->state = state;
newspell->active = active;
newspell->dependent = dependent;
newspell->disabled = disabled;
+
// replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
{
@@ -2648,6 +3170,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
if(itr2->second->state == PLAYERSPELL_REMOVED) continue;
SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first);
if(!i_spellInfo) continue;
+
if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first) )
{
if(itr2->second->active)
@@ -2661,6 +3184,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
data << uint32(spell_id);
GetSession()->SendPacket( &data );
}
+
// mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
itr2->second->active = false;
if(itr2->second->state != PLAYERSPELL_NEW)
@@ -2676,6 +3200,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
data << uint32(itr2->first);
GetSession()->SendPacket( &data );
}
+
// mark new spell as disable (not learned yet for client and will not learned)
newspell->active = false;
if(newspell->state != PLAYERSPELL_NEW)
@@ -2685,12 +3210,16 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
}
}
}
+
m_spells[spell_id] = newspell;
+
// return false if spell disabled
if (newspell->disabled)
return false;
}
+
uint32 talentCost = GetTalentSpellCost(spell_id);
+
// cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
// note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
if (talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL))
@@ -2709,27 +3238,37 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
CastSpell(this, spell_id, true);
return false;
}
+
// update used talent points count
m_usedTalentCount += talentCost;
+
// update free primary prof.points (if any, can be none in case GM .learn prof. learning)
if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
{
if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
SetFreePrimaryProfessions(freeProfs-1);
}
+
// add dependent skills
uint16 maxskill = GetMaxSkillValueForLevel();
+
SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
+
SkillLineAbilityMapBounds skill_bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
+
if (spellLearnSkill)
{
uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
+
if (skill_value < spellLearnSkill->value)
skill_value = spellLearnSkill->value;
+
uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
+
if (skill_max_value < new_skill_max_value)
skill_max_value = new_skill_max_value;
+
SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
}
else
@@ -2740,8 +3279,10 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
if (!pSkill)
continue;
+
if (HasSkill(pSkill->id))
continue;
+
if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
// lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0))
@@ -2763,8 +3304,10 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
}
}
}
+
// learn dependent spells
SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
+
for(SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
{
if (!itr2->second.autoLearned)
@@ -2775,6 +3318,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
learnSpell(itr2->second.spell,true);
}
}
+
if (!GetSession()->PlayerLoading())
{
// not ranked skills
@@ -2783,11 +3327,14 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId);
}
+
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id);
}
+
// return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
return active && !disabled && !superceded_old;
}
+
void Player::AddTemporarySpell(uint32 spellId)
{
PlayerSpellMap::iterator itr = m_spells.find(spellId);
@@ -2801,6 +3348,7 @@ void Player::AddTemporarySpell(uint32 spellId)
newspell->disabled = false;
m_spells[spellId] = newspell;
}
+
void Player::RemoveTemporarySpell(uint32 spellId)
{
PlayerSpellMap::iterator itr = m_spells.find(spellId);
@@ -2813,20 +3361,26 @@ void Player::RemoveTemporarySpell(uint32 spellId)
delete itr->second;
m_spells.erase(itr);
}
+
bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const
{
// note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
// talent dependent passives activated at form apply have proper stance data
bool need_cast = (!spellInfo->Stances || (m_form != 0 && (spellInfo->Stances & (1<<(m_form-1)))));
+
//Check CasterAuraStates
return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
}
+
void Player::learnSpell(uint32 spell_id, bool dependent)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
+
bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
bool active = disabled ? itr->second->active : true;
+
bool learning = addSpell(spell_id,active,true,dependent,false);
+
// learn all disabled higher ranks (recursive)
if(disabled)
{
@@ -2838,20 +3392,25 @@ void Player::learnSpell(uint32 spell_id, bool dependent)
learnSpell(node->next,false);
}
}
+
// prevent duplicated entires in spell book, also not send if not in world (loading)
if(!learning || !IsInWorld ())
return;
+
WorldPacket data(SMSG_LEARNED_SPELL, 4);
data << uint32(spell_id);
GetSession()->SendPacket(&data);
}
+
void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
if (itr == m_spells.end())
return;
+
if (itr->second->state == PLAYERSPELL_REMOVED || (disabled && itr->second->disabled) || itr->second->state == PLAYERSPELL_TEMPORARY)
return;
+
// unlearn non talent higher ranks (recursive)
SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id);
if (node)
@@ -2864,12 +3423,15 @@ void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
SpellsRequiringSpellMap::const_iterator itr2 = reqMap.find(spell_id);
for (uint32 i=reqMap.count(spell_id);i>0;i--,itr2++)
removeSpell(itr2->second,disabled,false);
+
// re-search, it can be corrupted in prev loop
itr = m_spells.find(spell_id);
if (itr == m_spells.end())
return; // already unleared
+
bool cur_active = itr->second->active;
bool cur_dependent = itr->second->dependent;
+
if (disabled)
{
itr->second->disabled = disabled;
@@ -2886,11 +3448,14 @@ void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
else
itr->second->state = PLAYERSPELL_REMOVED;
}
+
RemoveAurasDueToSpell(spell_id);
+
// remove pet auras
for(int i = 0; i < MAX_SPELL_EFFECTS; ++i)
if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id, i))
RemovePetAura(petSpell);
+
// free talent points
uint32 talentCosts = GetTalentSpellCost(spell_id);
if(talentCosts > 0)
@@ -2900,6 +3465,7 @@ void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
else
m_usedTalentCount = 0;
}
+
// update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
{
@@ -2907,6 +3473,7 @@ void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
SetFreePrimaryProfessions(freeProfs);
}
+
// remove dependent skill
SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
if(spellLearnSkill)
@@ -2923,30 +3490,38 @@ void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
}
+
if (!prevSkill) // not found prev skill setting, remove skill
SetSkill(spellLearnSkill->skill,0,0);
else // set to prev. skill setting values
{
uint32 skill_value = GetPureSkillValue(prevSkill->skill);
uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
+
if (skill_value > prevSkill->value)
skill_value = prevSkill->value;
+
uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
+
if (skill_max_value > new_skill_max_value)
skill_max_value = new_skill_max_value;
+
SetSkill(prevSkill->skill,skill_value,skill_max_value);
}
}
+
}
else
{
// not ranked skills
SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
+
for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
if (!pSkill)
continue;
+
if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL &&
pSkill->categoryId != SKILL_CATEGORY_CLASS ||// not unlearn class skills (spellbook/talent pages)
// lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
@@ -2956,19 +3531,25 @@ void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
if ((pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
(IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0))
continue;
+
SetSkill(pSkill->id, 0, 0 );
}
}
}
+
// remove dependent spells
SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
+
for(SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
removeSpell(itr2->second.spell, disabled);
+
// activate lesser rank in spellbook/action bar, and cast it if need
bool prev_activate = false;
+
if (uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id))
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
+
// if talent then lesser rank also talent and need learn
if (talentCosts)
{
@@ -2989,6 +3570,7 @@ void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
if (prev_itr->second->state != PLAYERSPELL_NEW)
prev_itr->second->state = PLAYERSPELL_CHANGED;
}
+
// now re-learn if need re-activate
if (cur_active && !prev_itr->second->active && learn_low_rank)
{
@@ -3005,10 +3587,13 @@ void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
}
}
}
+
if(spell_id == 46917 && m_canTitanGrip)
SetCanTitanGrip(false);
+
if(sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_SPELL_UNLEARN))
AutoUnequipOffhandIfNeed();
+
// remove from spell book if not replaced by lesser rank
if(!prev_activate)
{
@@ -3017,12 +3602,15 @@ void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
GetSession()->SendPacket(&data);
}
}
+
void Player::RemoveSpellCooldown( uint32 spell_id, bool update /* = false */ )
{
m_spellCooldowns.erase(spell_id);
+
if(update)
SendClearCooldown(spell_id, this);
}
+
// I am not sure which one is more efficient
void Player::RemoveCategoryCooldown( uint32 cat )
{
@@ -3031,11 +3619,13 @@ void Player::RemoveCategoryCooldown( uint32 cat )
for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
RemoveSpellCooldown(*i_scset, true);
}
+
void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */)
{
SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat);
if (ct == sSpellCategoryStore.end())
return;
+
const SpellCategorySet& ct_set = ct->second;
for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();)
{
@@ -3045,6 +3635,7 @@ void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */)
++i;
}
}
+
void Player::RemoveArenaSpellCooldowns()
{
// remove cooldowns on spells that has < 15 min CD
@@ -3065,48 +3656,63 @@ void Player::RemoveArenaSpellCooldowns()
}
}
}
+
void Player::RemoveAllSpellCooldown()
{
if(!m_spellCooldowns.empty())
{
for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
SendClearCooldown(itr->first, this);
+
m_spellCooldowns.clear();
}
}
+
void Player::_LoadSpellCooldowns(QueryResult *result)
{
// some cooldowns can be already set at aura loading...
+
//QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
+
if(result)
{
time_t curTime = time(NULL);
+
do
{
Field *fields = result->Fetch();
+
uint32 spell_id = fields[0].GetUInt32();
uint32 item_id = fields[1].GetUInt32();
time_t db_time = (time_t)fields[2].GetUInt64();
+
if(!sSpellStore.LookupEntry(spell_id))
{
sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
continue;
}
+
// skip outdated cooldown
if(db_time <= curTime)
continue;
+
AddSpellCooldown(spell_id, item_id, db_time);
+
sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
}
while( result->NextRow() );
+
delete result;
}
}
+
void Player::_SaveSpellCooldowns()
{
CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
+
time_t curTime = time(NULL);
time_t infTime = curTime + infinityCooldownDelayCheck;
+
// remove outdated and save active
for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
{
@@ -3121,6 +3727,7 @@ void Player::_SaveSpellCooldowns()
++itr;
}
}
+
uint32 Player::resetTalentsCost() const
{
// The first time reset costs 1 gold
@@ -3153,39 +3760,51 @@ uint32 Player::resetTalentsCost() const
}
}
}
+
bool Player::resetTalents(bool no_cost)
{
// not need after this call
if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS,true);
+
uint32 talentPointsForLevel = CalculateTalentsPoints();
+
if (m_usedTalentCount == 0)
{
SetFreeTalentPoints(talentPointsForLevel);
return false;
}
+
uint32 cost = 0;
+
if(!no_cost && !sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST))
{
cost = resetTalentsCost();
+
if (GetMoney() < cost)
{
SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
return false;
}
}
+
for (uint32 i = 0; i < sTalentStore.GetNumRows(); i++)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
+
if (!talentInfo) continue;
+
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
+
if(!talentTabInfo)
continue;
+
// unlearn only talents for character class
// some spell learned by one class as normal spells or know at creation but another class learn it as talent,
// to prevent unexpected lost normal learned spell skip another class talents
if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
continue;
+
// Re-use pre-dual talent way of resetting talents, to ensure talents aren't being stored in spell storage.
for(uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
{
@@ -3196,8 +3815,10 @@ bool Player::resetTalents(bool no_cost)
++itr;
continue;
}
+
// remove learned spells (all ranks)
uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
+
// unlearn if first rank is talent or learned by talent
if (itrFirstId == talentInfo->RankID[rank])
{
@@ -3215,21 +3836,26 @@ bool Player::resetTalents(bool no_cost)
++itr;
}
}
+
for (PlayerTalentMap::iterator itr2 = m_talents[m_activeSpec]->begin(); itr2 != m_talents[m_activeSpec]->end(); ++itr2)
{
removeSpell(itr2->first, !IsPassiveSpell(itr2->first),false);
itr2->second->state = PLAYERSPELL_REMOVED;
}
}
+
SetFreeTalentPoints(talentPointsForLevel);
+
if(!no_cost)
{
ModifyMoney(-(int32)cost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
+
m_resetTalentsCost = cost;
m_resetTalentsTime = time(NULL);
}
+
//FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
/* when prev line will dropped use next line
@@ -3239,8 +3865,10 @@ bool Player::resetTalents(bool no_cost)
RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
}
*/
+
return true;
}
+
Mail* Player::GetMail(uint32 id)
{
for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
@@ -3252,6 +3880,7 @@ Mail* Player::GetMail(uint32 id)
}
return NULL;
}
+
void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
{
if(target == this)
@@ -3267,6 +3896,7 @@ void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
}
}
}
+
void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
{
if(target == this)
@@ -3279,9 +3909,11 @@ void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
*updateMask &= updateVisualBits;
}
}
+
void Player::InitVisibleBits()
{
updateVisualBits.SetCount(PLAYER_END);
+
updateVisualBits.SetBit(OBJECT_FIELD_GUID);
updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
@@ -3337,6 +3969,7 @@ void Player::InitVisibleBits()
updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
+
updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
updateVisualBits.SetBit(PLAYER_FLAGS);
@@ -3347,134 +3980,169 @@ void Player::InitVisibleBits()
updateVisualBits.SetBit(PLAYER_BYTES_3);
updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
+
// PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4)
updateVisualBits.SetBit(i);
+
// Players visible items are not inventory stuff
for(uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
uint16 offset = i * 2;
+
// item entry
updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset);
// enchant
updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset);
}
+
updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
}
+
void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
{
for(uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
{
if(m_items[i] == NULL)
continue;
+
m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
}
+
if(target == this)
{
for(uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
if(m_items[i] == NULL)
continue;
+
m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
}
for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if(m_items[i] == NULL)
continue;
+
m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
}
}
+
Unit::BuildCreateUpdateBlockForPlayer( data, target );
}
+
void Player::DestroyForPlayer( Player *target, bool anim ) const
{
Unit::DestroyForPlayer( target, anim );
+
for(uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
{
if(m_items[i] == NULL)
continue;
+
m_items[i]->DestroyForPlayer( target );
}
+
if(target == this)
{
for(uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
if(m_items[i] == NULL)
continue;
+
m_items[i]->DestroyForPlayer( target );
}
for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if(m_items[i] == NULL)
continue;
+
m_items[i]->DestroyForPlayer( target );
}
}
}
+
bool Player::HasSpell(uint32 spell) const
{
PlayerSpellMap::const_iterator itr = m_spells.find(spell);
return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
!itr->second->disabled);
}
+
bool Player::HasTalent(uint32 spell, uint8 spec) const
{
PlayerTalentMap::const_iterator itr = m_talents[spec]->find(spell);
return (itr != m_talents[spec]->end() && itr->second->state != PLAYERSPELL_REMOVED);
}
+
bool Player::HasActiveSpell(uint32 spell) const
{
PlayerSpellMap::const_iterator itr = m_spells.find(spell);
return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
itr->second->active && !itr->second->disabled);
}
+
TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
{
if (!trainer_spell)
return TRAINER_SPELL_RED;
+
if (!trainer_spell->learnedSpell)
return TRAINER_SPELL_RED;
+
// known spell
if(HasSpell(trainer_spell->learnedSpell))
return TRAINER_SPELL_GRAY;
+
// check race/class requirement
if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell))
return TRAINER_SPELL_RED;
+
// check level requirement
if(getLevel() < trainer_spell->reqLevel)
return TRAINER_SPELL_RED;
+
if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell))
{
// check prev.rank requirement
if(spell_chain->prev && !HasSpell(spell_chain->prev))
return TRAINER_SPELL_RED;
}
+
if(uint32 spell_req = spellmgr.GetSpellRequired(trainer_spell->spell))
{
// check additional spell requirement
if(!HasSpell(spell_req))
return TRAINER_SPELL_RED;
}
+
// check skill requirement
if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
return TRAINER_SPELL_RED;
+
// exist, already checked at loading
SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell);
+
// secondary prof. or not prof. spell
uint32 skill = spell->EffectMiscValue[1];
+
if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
return TRAINER_SPELL_GREEN;
+
// check primary prof. limit
if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProfessionPoints() == 0)
return TRAINER_SPELL_GREEN_DISABLED;
+
return TRAINER_SPELL_GREEN;
}
+
void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
{
uint32 guid = GUID_LOPART(playerguid);
+
// convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
// bones will be deleted by corpse/bones deleting thread shortly
ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
+
// remove from guild
uint32 guildId = GetGuildIdFromDB(playerguid);
if(guildId != 0)
@@ -3483,8 +4151,10 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC
if(guild)
guild->DelMember(guid);
}
+
// remove from arena teams
LeaveAllArenaTeams(playerguid);
+
// the player was uninvited already on logout so just remove from group
QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
if(resultGroup)
@@ -3497,8 +4167,10 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC
RemoveFromGroup(group, playerguid);
}
}
+
// remove signs from petitions (also remove petitions if owner);
RemovePetitionsAndSigns(playerguid, 10);
+
// return back all mails with COD and Item 0 1 2 3 4 5 6
QueryResult *resultMail = CharacterDatabase.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid);
if(resultMail)
@@ -3506,6 +4178,7 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC
do
{
Field *fields = resultMail->Fetch();
+
uint32 mail_id = fields[0].GetUInt32();
uint16 mailTemplateId= fields[1].GetUInt16();
uint32 sender = fields[2].GetUInt32();
@@ -3513,9 +4186,11 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC
uint32 itemTextId = fields[4].GetUInt32();
uint32 money = fields[5].GetUInt32();
bool has_items = fields[6].GetBool();
+
//we can return mail now
//so firstly delete the old one
CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
+
MailItemsInfo mi;
if(has_items)
{
@@ -3526,14 +4201,17 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC
do
{
Field *fields2 = resultItems->Fetch();
+
uint32 item_guidlow = fields2[1].GetUInt32();
uint32 item_template = fields2[2].GetUInt32();
+
ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
if(!itemProto)
{
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
continue;
}
+
Item *pItem = NewItemOrBag(itemProto);
if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
{
@@ -3541,22 +4219,30 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC
pItem->SaveToDB(); // it also deletes item object !
continue;
}
+
mi.AddItem(item_guidlow, item_template, pItem);
}
while (resultItems->NextRow());
+
delete resultItems;
}
}
+
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
+
uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
+
WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
}
while (resultMail->NextRow());
+
delete resultMail;
}
+
// unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
// Get guids of character's pets, will deleted in transaction
QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
+
// NOW we can finally clear other DB data related to character
CharacterDatabase.BeginTransaction();
if (resultPets)
@@ -3569,6 +4255,7 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC
} while (resultPets->NextRow());
delete resultPets;
}
+
CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
@@ -3597,9 +4284,11 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC
CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid);
CharacterDatabase.CommitTransaction();
+
//loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
}
+
void Player::SetMovement(PlayerMovementType pType)
{
WorldPacket data;
@@ -3617,6 +4306,7 @@ void Player::SetMovement(PlayerMovementType pType)
data << uint32(0);
GetSession()->SendPacket( &data );
}
+
/* Preconditions:
- a resurrectable corpse must not be loaded for the player (only bones)
- the player must be in world
@@ -3626,18 +4316,22 @@ void Player::BuildPlayerRepop()
WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
data.append(GetPackGUID());
GetSession()->SendPacket(&data);
+
if(getRace() == RACE_NIGHTELF)
CastSpell(this, SPELL_ID_NE_GHOST, true);
CastSpell(this, SPELL_ID_GHOST, true);
+
// there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
// there must be SMSG.STOP_MIRROR_TIMER
// there we must send 888 opcode
+
// the player cannot have a corpse already, only bones which are not returned by GetCorpse
if(GetCorpse())
{
sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
assert(false);
}
+
// create a corpse and place it at the player's location
CreateCorpse();
Corpse *corpse = GetCorpse();
@@ -3647,21 +4341,30 @@ void Player::BuildPlayerRepop()
return;
}
GetMap()->Add(corpse);
+
// convert player body to ghost
SetHealth( 1 );
+
SetMovement(MOVE_WATER_WALK);
if(!GetSession()->isLogingOut())
SetMovement(MOVE_UNROOT);
+
// BG - remove insignia related
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
+
// SendCorpseReclaimDelay();
+
// to prevent cheating
corpse->ResetGhostTime();
+
StopMirrorTimers(); //disable timers(bars)
+
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
+
// set and clear other
SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
}
+
void Player::SendDelayResponse(const uint32 ml_seconds)
{
//FIXME: is this delay time arg really need? 50msec by default in code
@@ -3670,6 +4373,7 @@ void Player::SendDelayResponse(const uint32 ml_seconds)
data << (uint32)0;
GetSession()->SendPacket( &data );
}
+
void Player::ResurrectPlayer(float restore_percent, bool applySickness)
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
@@ -3678,16 +4382,22 @@ void Player::ResurrectPlayer(float restore_percent, bool applySickness)
data << float(0);
data << float(0);
GetSession()->SendPacket(&data);
+
// speed change, land walk
+
// remove death flag + set aura
SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
if(getRace() == RACE_NIGHTELF)
RemoveAurasDueToSpell(SPELL_ID_NE_GHOST); // speed bonuses
RemoveAurasDueToSpell(SPELL_ID_GHOST); // SPELL_AURA_GHOST
+
setDeathState(ALIVE);
+
SetMovement(MOVE_LAND_WALK);
SetMovement(MOVE_UNROOT);
+
m_deathTimer = 0;
+
// set health/powers (0- will be set in caller)
if(restore_percent>0.0f)
{
@@ -3696,28 +4406,35 @@ void Player::ResurrectPlayer(float restore_percent, bool applySickness)
SetPower(POWER_RAGE, 0);
SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
}
+
// trigger update zone for alive state zone updates
uint32 newzone, newarea;
GetZoneAndAreaId(newzone,newarea);
UpdateZone(newzone,newarea);
+
// update visibility
//ObjectAccessor::UpdateVisibilityForPlayer(this);
SetToNotify();
+
if(!applySickness)
return;
+
//Characters from level 1-10 are not affected by resurrection sickness.
//Characters from level 11-19 will suffer from one minute of sickness
//for each level they are above 10.
//Characters level 20 and up suffer from ten minutes of sickness.
int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
+
if(int32(getLevel()) >= startLevel)
{
// set resurrection sickness
CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
+
// not full duration
if(int32(getLevel()) < startLevel+9)
{
int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
+
if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS, GetGUID()))
{
Aur->SetAuraDuration(delta*IN_MILISECONDS);
@@ -3725,6 +4442,7 @@ void Player::ResurrectPlayer(float restore_percent, bool applySickness)
}
}
}
+
/**
* FallMode = 0 implies that the player is dying, or already dead, and the proper death state will be set.
* = 1 simply causes the player to plummet towards the ground, and not suffer any damage.
@@ -3736,13 +4454,16 @@ bool Player::FallGround(uint8 FallMode)
// Let's abort after we called this function one time
if (getDeathState() == DEAD_FALLING && FallMode == 0)
return false;
+
float x, y, z;
GetPosition(x, y, z);
float ground_Z = GetMap()->GetVmapHeight(x, y, z, true);
float z_diff = 0.0f;
if ((z_diff = fabs(ground_Z - z)) < 0.1f)
return false;
+
GetMotionMaster()->MoveFall(ground_Z, EVENT_FALL_GROUND);
+
// Below formula for falling damage is from Player::HandleFall
if(FallMode == 2 && z_diff >= 14.57f)
{
@@ -3753,48 +4474,66 @@ bool Player::FallGround(uint8 FallMode)
Unit::setDeathState(DEAD_FALLING);
return true;
}
+
void Player::KillPlayer()
{
if(IsFlying() && !GetTransport()) FallGround();
+
SetMovement(MOVE_ROOT);
+
StopMirrorTimers(); //disable timers(bars)
+
setDeathState(CORPSE);
//SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
+
SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
+
// 6 minutes until repop at graveyard
m_deathTimer = 6*MINUTE*IN_MILISECONDS;
+
UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
SendCorpseReclaimDelay();
+
// don't create corpse at this moment, player might be falling
+
// update visibility
ObjectAccessor::UpdateObjectVisibility(this);
}
+
void Player::CreateCorpse()
{
// prevent existence 2 corpse for player
SpawnCorpseBones();
+
uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
+
Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
SetPvPDeath(false);
+
if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this))
{
delete corpse;
return;
}
+
_uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
_pb = GetUInt32Value(PLAYER_BYTES);
_pb2 = GetUInt32Value(PLAYER_BYTES_2);
+
uint8 race = (uint8)(_uf);
uint8 skin = (uint8)(_pb);
uint8 face = (uint8)(_pb >> 8);
uint8 hairstyle = (uint8)(_pb >> 16);
uint8 haircolor = (uint8)(_pb >> 24);
uint8 facialhair = (uint8)(_pb2);
+
_cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
_cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
+
corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
+
uint32 flags = CORPSE_FLAG_UNK2;
if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
flags |= CORPSE_FLAG_HIDE_HELM;
@@ -3803,8 +4542,11 @@ void Player::CreateCorpse()
if(InBattleGround() && !InArena())
flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
+
corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
+
corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
+
uint32 iDisplayID;
uint16 iIventoryType;
uint32 _cfi;
@@ -3814,41 +4556,51 @@ void Player::CreateCorpse()
{
iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
+
_cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
}
}
+
// we don't SaveToDB for players in battlegrounds so don't do it for corpses either
const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
assert(entry);
if(entry->map_type != MAP_BATTLEGROUND)
corpse->SaveToDB();
+
// register for player, but not show
ObjectAccessor::Instance().AddCorpse(corpse);
}
+
void Player::SpawnCorpseBones()
{
if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
SaveToDB(); // prevent loading as ghost without corpse
}
+
Corpse* Player::GetCorpse() const
{
return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
}
+
void Player::DurabilityLossAll(double percent, bool inventory)
{
for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
DurabilityLoss(pItem,percent);
+
if(inventory)
{
// bags not have durability
// for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+
for(uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
DurabilityLoss(pItem,percent);
+
// keys not have durability
//for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
for(uint32 j = 0; j < pBag->GetBagSize(); j++)
@@ -3856,32 +4608,43 @@ void Player::DurabilityLossAll(double percent, bool inventory)
DurabilityLoss(pItem,percent);
}
}
+
void Player::DurabilityLoss(Item* item, double percent)
{
if(!item )
return;
+
uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
+
if(!pMaxDurability)
return;
+
uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
+
if(pDurabilityLoss < 1 )
pDurabilityLoss = 1;
+
DurabilityPointsLoss(item,pDurabilityLoss);
}
+
void Player::DurabilityPointsLossAll(int32 points, bool inventory)
{
for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
DurabilityPointsLoss(pItem,points);
+
if(inventory)
{
// bags not have durability
// for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+
for(uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
DurabilityPointsLoss(pItem,points);
+
// keys not have durability
//for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
for(uint32 j = 0; j < pBag->GetBagSize(); j++)
@@ -3889,67 +4652,84 @@ void Player::DurabilityPointsLossAll(int32 points, bool inventory)
DurabilityPointsLoss(pItem,points);
}
}
+
void Player::DurabilityPointsLoss(Item* item, int32 points)
{
int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
int32 pNewDurability = pOldDurability - points;
+
if (pNewDurability < 0)
pNewDurability = 0;
else if (pNewDurability > pMaxDurability)
pNewDurability = pMaxDurability;
+
if (pOldDurability != pNewDurability)
{
// modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
_ApplyItemMods(item,item->GetSlot(), false);
+
item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
+
// modify item stats _after_ restore durability to pass _ApplyItemMods internal check
if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
_ApplyItemMods(item,item->GetSlot(), true);
+
item->SetState(ITEM_CHANGED, this);
}
}
+
void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
{
if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
DurabilityPointsLoss(pItem,1);
}
+
uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
{
uint32 TotalCost = 0;
// equipped, backpack, bags itself
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
+
// bank, buyback and keys not repaired
+
// items in inventory bags
for(uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
for(uint8 i = 0; i < MAX_BAG_SIZE; i++)
TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
return TotalCost;
}
+
uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
{
Item* item = GetItemByPos(pos);
+
uint32 TotalCost = 0;
if(!item)
return TotalCost;
+
uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
if(!maxDurability)
return TotalCost;
+
uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
+
if(cost)
{
uint32 LostDurability = maxDurability - curDurability;
if(LostDurability>0)
{
ItemPrototype const *ditemProto = item->GetProto();
+
DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
if(!dcost)
{
sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
return TotalCost;
}
+
uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
if(!dQualitymodEntry)
@@ -3957,11 +4737,15 @@ uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool g
sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
return TotalCost;
}
+
uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
+
costs = uint32(costs * discountMod) * sWorld.getRate(RATE_REPAIRCOST);
+
if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
costs = 1;
+
if (guildBank)
{
if (GetGuildId()==0)
@@ -3969,24 +4753,29 @@ uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool g
DEBUG_LOG("You are not member of a guild");
return TotalCost;
}
+
Guild *pGuild = objmgr.GetGuildById(GetGuildId());
if (!pGuild)
return TotalCost;
+
if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
{
DEBUG_LOG("You do not have rights to withdraw for repairs");
return TotalCost;
}
+
if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
{
DEBUG_LOG("You do not have enough money withdraw amount remaining");
return TotalCost;
}
+
if (pGuild->GetGuildBankMoney() < costs)
{
DEBUG_LOG("There is not enough money in bank");
return TotalCost;
}
+
pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
TotalCost = costs;
}
@@ -3999,32 +4788,41 @@ uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool g
ModifyMoney( -int32(costs) );
}
}
+
item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
item->SetState(ITEM_CHANGED, this);
+
// reapply mods for total broken and repaired item if equipped
if(IsEquipmentPos(pos) && !curDurability)
_ApplyItemMods(item,pos & 255, true);
return TotalCost;
}
+
void Player::RepopAtGraveyard()
{
// note: this can be called also when the player is alive
// for example from WorldSession::HandleMovementOpcodes
+
AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
+
// Such zones are considered unreachable as a ghost and the player must be automatically revived
if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport() || GetPositionZ() < -500.0f)
{
ResurrectPlayer(0.5f);
SpawnCorpseBones();
}
+
WorldSafeLocsEntry const *ClosestGrave = NULL;
+
// Special handle for battleground maps
if( BattleGround *bg = GetBattleGround() )
ClosestGrave = bg->GetClosestGraveYard(this);
else
ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
+
// stop countdown until repop
m_deathTimer = 0;
+
// if no grave found, stay at the current location
// and don't show spirit healer location
if(ClosestGrave)
@@ -4043,14 +4841,17 @@ void Player::RepopAtGraveyard()
else if(GetPositionZ() < -500.0f)
TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
}
+
void Player::JoinedChannel(Channel *c)
{
m_channels.push_back(c);
}
+
void Player::LeftChannel(Channel *c)
{
m_channels.remove(c);
}
+
void Player::CleanupChannels()
{
while(!m_channels.empty())
@@ -4060,38 +4861,50 @@ void Player::CleanupChannels()
ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
if (ChannelMgr* cMgr = channelMgr(GetTeam()))
cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
+
}
sLog.outDebug("Player: channels cleaned up!");
}
+
void Player::UpdateLocalChannels(uint32 newZone )
{
if(m_channels.empty())
return;
+
AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
if(!current_zone)
return;
+
ChannelMgr* cMgr = channelMgr(GetTeam());
if(!cMgr)
return;
+
std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
+
for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
{
next = i; ++next;
+
// skip non built-in channels
if(!(*i)->IsConstant())
continue;
+
ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
if(!ch)
continue;
+
if((ch->flags & 4) == 4) // global channel without zone name in pattern
continue;
+
// new channel
char new_channel_name_buf[100];
snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
+
if((*i)!=new_channel)
{
new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
+
// leave old channel
(*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
@@ -4101,6 +4914,7 @@ void Player::UpdateLocalChannels(uint32 newZone )
}
sLog.outDebug("Player: channels cleaned up!");
}
+
void Player::LeaveLFGChannel()
{
for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
@@ -4112,15 +4926,18 @@ void Player::LeaveLFGChannel()
}
}
}
+
void Player::UpdateDefense()
{
uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
+
if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
{
// update dependent from defense skill part
UpdateDefenseBonusesMod();
}
}
+
void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
{
if(modGroup >= BASEMOD_END || modType >= MOD_END)
@@ -4128,7 +4945,9 @@ void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, floa
sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
return;
}
+
float val = 1.0f;
+
switch(modType)
{
case FLAT_MOD:
@@ -4137,12 +4956,15 @@ void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, floa
case PCT_MOD:
if(amount <= -100.0f)
amount = -200.0f;
+
val = (100.0f + amount) / 100.0f;
m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
break;
}
+
if(!CanModifyStats())
return;
+
switch(modGroup)
{
case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
@@ -4152,6 +4974,7 @@ void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, floa
default: break;
}
}
+
float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
{
if(modGroup >= BASEMOD_END || modType > MOD_END)
@@ -4159,10 +4982,13 @@ float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
return 0.0f;
}
+
if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
return 0.0f;
+
return m_auraBaseMod[modGroup][modType];
}
+
float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
{
if(modGroup >= BASEMOD_END)
@@ -4170,28 +4996,38 @@ float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
return 0.0f;
}
+
if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
return 0.0f;
+
return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
}
+
uint32 Player::GetShieldBlockValue() const
{
float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
+
value = (value < 0) ? 0 : value;
+
return uint32(value);
}
+
float Player::GetMeleeCritFromAgility()
{
uint32 level = getLevel();
uint32 pclass = getClass();
+
if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
+
GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (critBase==NULL || critRatio==NULL)
return 0.0f;
+
float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
return crit*100.0f;
}
+
float Player::GetDodgeFromAgility()
{
// Table for base dodge values
@@ -4222,53 +5058,69 @@ float Player::GetDodgeFromAgility()
0.0f, // ??
1.7f // Druid
};
+
uint32 level = getLevel();
uint32 pclass = getClass();
+
if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
+
// Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (dodgeRatio==NULL || pclass > MAX_CLASSES)
return 0.0f;
+
float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
return dodge*100.0f;
}
+
float Player::GetSpellCritFromIntellect()
{
uint32 level = getLevel();
uint32 pclass = getClass();
+
if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
+
GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (critBase==NULL || critRatio==NULL)
return 0.0f;
+
float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
return crit*100.0f;
}
+
float Player::GetRatingCoefficient(CombatRating cr) const
{
uint32 level = getLevel();
+
if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
+
GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
if (Rating == NULL)
return 1.0f; // By default use minimum coefficient (not must be called)
+
return Rating->ratio;
}
+
float Player::GetRatingBonusValue(CombatRating cr) const
{
return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
}
+
uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
{
float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.2f;
if (melee>33.0f) melee = 33.0f;
return uint32 (melee * damage /100.0f);
}
+
uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
{
float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.2f;
if (ranged>33.0f) ranged=33.0f;
return uint32 (ranged * damage /100.0f);
}
+
uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
{
float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.2f;
@@ -4277,6 +5129,7 @@ uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
spell = 33.0f;
return uint32 (spell * damage / 100.0f);
}
+
uint32 Player::GetDotDamageReduction(uint32 damage) const
{
float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
@@ -4285,6 +5138,7 @@ uint32 Player::GetDotDamageReduction(uint32 damage) const
spellDot = 100.0f;
return uint32 (spellDot * damage / 100.0f);
}
+
float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
{
switch (attType)
@@ -4298,15 +5152,19 @@ float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
}
return 0.0f;
}
+
float Player::OCTRegenHPPerSpirit()
{
uint32 level = getLevel();
uint32 pclass = getClass();
+
if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
+
GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (baseRatio==NULL || moreRatio==NULL)
return 0.0f;
+
// Formula from PaperDollFrame script
float spirit = GetStat(STAT_SPIRIT);
float baseSpirit = spirit;
@@ -4315,23 +5173,29 @@ float Player::OCTRegenHPPerSpirit()
float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
return regen;
}
+
float Player::OCTRegenMPPerSpirit()
{
uint32 level = getLevel();
uint32 pclass = getClass();
+
if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
+
// GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (moreRatio==NULL)
return 0.0f;
+
// Formula get from PaperDollFrame script
float spirit = GetStat(STAT_SPIRIT);
float regen = spirit * moreRatio->ratio;
return regen;
}
+
void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
{
m_baseRatingValue[cr]+=(apply ? value : -value);
+
int32 amount = uint32(m_baseRatingValue[cr]);
// Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
// stat used stored in miscValueB for this aura
@@ -4342,9 +5206,12 @@ void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
if (amount < 0)
amount = 0;
SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
+
float RatingCoeffecient = GetRatingCoefficient(cr);
float RatingChange = 0.0f;
+
bool affectStats = CanModifyStats();
+
switch (cr)
{
case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
@@ -4424,6 +5291,7 @@ void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
break;
}
}
+
void Player::SetRegularAttackTime()
{
for(uint8 i = 0; i < MAX_ATTACK; ++i)
@@ -4439,33 +5307,42 @@ void Player::SetRegularAttackTime()
}
}
}
+
//skill+step, checking for max value
bool Player::UpdateSkill(uint32 skill_id, uint32 step)
{
if(!skill_id)
return false;
+
uint16 i=0;
for (; i < PLAYER_MAX_SKILLS; i++)
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
break;
+
if(i>=PLAYER_MAX_SKILLS)
return false;
+
uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
uint32 value = SKILL_VALUE(data);
uint32 max = SKILL_MAX(data);
+
if ((!max) || (!value) || (value >= max))
return false;
+
if (value < max)
{
uint32 new_value = value+step;
if(new_value > max)
new_value = max;
+
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id);
return true;
}
+
return false;
}
+
inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
{
if ( SkillValue >= GrayLevel )
@@ -4476,15 +5353,19 @@ inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLeve
return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
}
+
bool Player::UpdateCraftSkill(uint32 spellid)
{
sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
+
SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellid);
+
for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
if (_spell_idx->second->skillId)
{
uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
+
// Alchemy Discoveries here
SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
if (spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
@@ -4492,7 +5373,9 @@ bool Player::UpdateCraftSkill(uint32 spellid)
if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
learnSpell(discoveredSpell,false);
}
+
uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
+
return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
_spell_idx->second->max_value,
(_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
@@ -4502,10 +5385,13 @@ bool Player::UpdateCraftSkill(uint32 spellid)
}
return false;
}
+
bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
{
sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
+
uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
+
// For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
switch (SkillId)
{
@@ -4527,44 +5413,58 @@ bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLeve
}
return false;
}
+
bool Player::UpdateFishingSkill()
{
sLog.outDebug("UpdateFishingSkill");
+
uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
+
int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
+
uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
+
return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
}
+
// levels sync. with spell requirement for skill levels to learn
// bonus abilities in sSkillLineAbilityStore
// Used only to avoid scan DBC at each skill grow
static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
+
bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
{
sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
if ( !SkillId )
return false;
+
if(Chance <= 0) // speedup in 0 chance case
{
sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
return false;
}
+
uint16 i=0;
for (; i < PLAYER_MAX_SKILLS; i++)
if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
if ( i >= PLAYER_MAX_SKILLS )
return false;
+
uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
uint16 SkillValue = SKILL_VALUE(data);
uint16 MaxValue = SKILL_MAX(data);
+
if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
return false;
+
int32 Roll = irand(1,1000);
+
if ( Roll <= Chance )
{
uint32 new_value = SkillValue+step;
if(new_value > MaxValue)
new_value = MaxValue;
+
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
for(uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
{
@@ -4578,27 +5478,35 @@ bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
return true;
}
+
sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
return false;
}
+
void Player::UpdateWeaponSkill (WeaponAttackType attType)
{
// no skill gain in pvp
Unit *pVictim = getVictim();
if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
return;
+
if(IsInFeralForm())
return; // always maximized SKILL_FERAL_COMBAT in fact
+
if(m_form == FORM_TREE)
return; // use weapon but not skill up
+
if(pVictim && pVictim->GetTypeId() == TYPEID_UNIT && (((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN))
return;
+
uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
+
switch(attType)
{
case BASE_ATTACK:
{
Item *tmpitem = GetWeaponForAttack(attType,true);
+
if (!tmpitem)
UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
@@ -4616,6 +5524,7 @@ void Player::UpdateWeaponSkill (WeaponAttackType attType)
}
UpdateAllCritPercentages();
}
+
void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
{
uint32 plevel = getLevel(); // if defense than pVictim == attacker
@@ -4623,21 +5532,27 @@ void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool de
uint32 moblevel = pVictim->getLevelForTarget(this);
if(moblevel < greylevel)
return;
+
if (moblevel > plevel + 5)
moblevel = plevel + 5;
+
uint32 lvldif = moblevel - greylevel;
if(lvldif < 3)
lvldif = 3;
+
uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
if(skilldif <= 0)
return;
+
float chance = float(3 * lvldif * skilldif) / plevel;
if(!defence)
{
if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
chance += chance * 0.02f * GetStat(STAT_INTELLECT);
}
+
chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
+
if(roll_chance_f(chance))
{
if(defence)
@@ -4648,6 +5563,7 @@ void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool de
else
return;
}
+
void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
{
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
@@ -4656,6 +5572,7 @@ void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
+
if(talent) // permanent bonus stored in high part
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
else // temporary/item bonus stored in low part
@@ -4663,23 +5580,30 @@ void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
return;
}
}
+
void Player::UpdateSkillsForLevel()
{
uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
uint32 maxSkill = GetMaxSkillValueForLevel();
+
bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
+
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
{
uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
+
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
if(!pSkill)
continue;
+
if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
continue;
+
uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
uint32 max = SKILL_MAX(data);
uint32 val = SKILL_VALUE(data);
+
/// update only level dependent max skill values
if(max!=1)
{
@@ -4692,6 +5616,7 @@ void Player::UpdateSkillsForLevel()
}
}
}
+
void Player::UpdateSkillsToMaxSkillsForLevel()
{
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
@@ -4701,22 +5626,28 @@ void Player::UpdateSkillsToMaxSkillsForLevel()
if( IsProfessionOrRidingSkill(pskill))
continue;
uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
+
uint32 max = SKILL_MAX(data);
+
if(max > 1)
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
+
if(pskill == SKILL_DEFENSE)
UpdateDefenseBonusesMod();
}
}
+
// This functions sets a skill line value (and adds if doesn't exist yet)
// To "remove" a skill line, set it's values to zero
void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
{
if(!id)
return;
+
uint16 i=0;
for (; i < PLAYER_MAX_SKILLS; i++)
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
+
if(i<PLAYER_MAX_SKILLS) //has skill
{
if(currVal)
@@ -4732,6 +5663,7 @@ void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
+
// remove all spells that related to this skill
for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
@@ -4758,24 +5690,29 @@ void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
+
// apply skill bonuses
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
+
// temporary bonuses
AuraEffectList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
for(AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
if ((*j)->GetMiscValue() == int32(id))
(*j)->ApplyModifier(true);
+
// permanent bonuses
AuraEffectList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
for(AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
if ((*j)->GetMiscValue() == int32(id))
(*j)->ApplyModifier(true);
+
// Learn all spells for skill
learnSkillRewardedSpells(id, currVal);
return;
}
}
}
+
bool Player::HasSkill(uint32 skill) const
{
if(!skill)return false;
@@ -4788,15 +5725,18 @@ bool Player::HasSkill(uint32 skill) const
}
return false;
}
+
uint16 Player::GetSkillValue(uint32 skill) const
{
if(!skill)
return 0;
+
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
{
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
{
uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
+
int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
result += SKILL_TEMP_BONUS(bonus);
result += SKILL_PERM_BONUS(bonus);
@@ -4805,6 +5745,7 @@ uint16 Player::GetSkillValue(uint32 skill) const
}
return 0;
}
+
uint16 Player::GetMaxSkillValue(uint32 skill) const
{
if(!skill)return 0;
@@ -4813,6 +5754,7 @@ uint16 Player::GetMaxSkillValue(uint32 skill) const
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
{
uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
+
int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
result += SKILL_TEMP_BONUS(bonus);
result += SKILL_PERM_BONUS(bonus);
@@ -4821,6 +5763,7 @@ uint16 Player::GetMaxSkillValue(uint32 skill) const
}
return 0;
}
+
uint16 Player::GetPureMaxSkillValue(uint32 skill) const
{
if(!skill)return 0;
@@ -4833,6 +5776,7 @@ uint16 Player::GetPureMaxSkillValue(uint32 skill) const
}
return 0;
}
+
uint16 Player::GetBaseSkillValue(uint32 skill) const
{
if(!skill)return 0;
@@ -4847,6 +5791,7 @@ uint16 Player::GetBaseSkillValue(uint32 skill) const
}
return 0;
}
+
uint16 Player::GetPureSkillValue(uint32 skill) const
{
if(!skill)return 0;
@@ -4859,10 +5804,12 @@ uint16 Player::GetPureSkillValue(uint32 skill) const
}
return 0;
}
+
int16 Player::GetSkillPermBonusValue(uint32 skill) const
{
if(!skill)
return 0;
+
for (uint8 i = 0; i < PLAYER_MAX_SKILLS; i++)
{
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
@@ -4870,12 +5817,15 @@ int16 Player::GetSkillPermBonusValue(uint32 skill) const
return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
}
}
+
return 0;
}
+
int16 Player::GetSkillTempBonusValue(uint32 skill) const
{
if(!skill)
return 0;
+
for (uint8 i = 0; i < PLAYER_MAX_SKILLS; i++)
{
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
@@ -4883,11 +5833,14 @@ int16 Player::GetSkillTempBonusValue(uint32 skill) const
return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
}
}
+
return 0;
}
+
void Player::SendActionButtons(uint32 state) const
{
sLog.outDetail( "Sending Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec);
+
WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
data << uint8(state); // can be 0, 1, 2
for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
@@ -4898,9 +5851,11 @@ void Player::SendActionButtons(uint32 state) const
else
data << uint32(0);
}
+
GetSession()->SendPacket( &data );
sLog.outDetail( "Action Buttons for '%u' spec '%u' Sent", GetGUIDLow(), m_activeSpec );
}
+
ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
{
if(button >= MAX_ACTION_BUTTONS)
@@ -4908,11 +5863,13 @@ ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
return NULL;
}
+
if(action >= MAX_ACTION_BUTTON_ACTION_VALUE)
{
sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE );
return NULL;
}
+
switch(type)
{
case ACTION_BUTTON_SPELL:
@@ -4921,6 +5878,7 @@ ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
return NULL;
}
+
if(!HasSpell(action))
{
sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
@@ -4938,29 +5896,36 @@ ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
break; // pther cases not checked at this moment
}
+
// it create new button (NEW state) if need or return existed
ActionButton& ab = m_actionButtons[button];
+
// set data and update to CHANGED if not NEW
ab.SetActionAndType(action,ActionButtonType(type));
+
sLog.outDetail( "Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action, uint32(type), button );
return &ab;
}
+
void Player::removeActionButton(uint8 button)
{
ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
if (buttonItr==m_actionButtons.end())
return;
+
if (!buttonItr->second.canRemoveByClient)
{
- buttonItr->second.canRemoveByClient = true;
+ buttonItr->second.canRemoveByClient = true;
return;
- }
+ }
if(buttonItr->second.uState==ACTIONBUTTON_NEW)
m_actionButtons.erase(buttonItr); // new and not saved
else
buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
+
sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
}
+
bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
{
// prevent crash when a bad coord is sent by the client
@@ -4969,35 +5934,46 @@ bool Player::SetPosition(float x, float y, float z, float orientation, bool tele
sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
return false;
}
+
//if(movementInfo.flags & MOVEMENTFLAG_MOVING)
// mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE);
//if(movementInfo.flags & MOVEMENTFLAG_TURNING)
// mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
//AURA_INTERRUPT_FLAG_JUMP not sure
+
bool turn = (GetOrientation() != orientation);
bool move2d = (teleport || GetPositionX() != x || GetPositionY() != y);
+
if(turn)
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
+
if(move2d || GetPositionZ() != z)
{
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE);
+
// move and update visible state if need
GetMap()->PlayerRelocation(this, x, y, z, orientation);
+
// reread after Map::Relocation
GetPosition(x, y, z);
+
// group update
if(move2d && GetGroup())
SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
+
// code block for underwater state update
UpdateUnderwaterState(GetMap(), x, y, z);
+
CheckExploreSystem();
}
else if(turn)
{
SetOrientation(orientation);
}
+
return true;
}
+
void Player::SaveRecallPosition()
{
m_recallMap = GetMapId();
@@ -5006,51 +5982,63 @@ void Player::SaveRecallPosition()
m_recallZ = GetPositionZ();
m_recallO = GetOrientation();
}
+
void Player::SendMessageToSet(WorldPacket *data, bool self)
{
if(self)
GetSession()->SendPacket(data);
+
// we use World::GetMaxVisibleDistance() because i cannot see why not use a distance
// update: replaced by GetMap()->GetVisibilityDistance()
Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance());
VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
}
+
void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
{
if(self)
GetSession()->SendPacket(data);
+
Trinity::MessageDistDeliverer notifier(this, data, dist);
VisitNearbyWorldObject(dist, notifier);
}
+
void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
{
if(self)
GetSession()->SendPacket(data);
+
Trinity::MessageDistDeliverer notifier(this, data, dist, own_team_only);
VisitNearbyWorldObject(dist, notifier);
}
+
void Player::SendDirectMessage(WorldPacket *data)
{
GetSession()->SendPacket(data);
}
+
void Player::SendCinematicStart(uint32 CinematicSequenceId)
{
WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
data << uint32(CinematicSequenceId);
SendDirectMessage(&data);
}
+
void Player::SendMovieStart(uint32 MovieId)
{
WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
data << uint32(MovieId);
SendDirectMessage(&data);
}
+
void Player::CheckExploreSystem()
{
if (!isAlive())
return;
+
if (isInFlight())
return;
+
if(!m_AreaID)
m_AreaID = GetAreaId();
if(m_AreaID != GetAreaId())
@@ -5058,21 +6046,27 @@ void Player::CheckExploreSystem()
m_AreaID = GetAreaId();
GetSession()->HandleOnAreaChange(GetAreaEntryByAreaID(m_AreaID));
}
+
uint16 areaFlag = GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
if(areaFlag==0xffff)
return;
int offset = areaFlag / 32;
+
if(offset >= 128)
{
sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
return;
}
+
uint32 val = (uint32)(1 << (areaFlag % 32));
uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
+
if( !(currFields & val) )
{
SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
+
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
+
AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
if(!p)
{
@@ -5100,12 +6094,14 @@ void Player::CheckExploreSystem()
exploration_percent = 100;
else if (exploration_percent < 0)
exploration_percent = 0;
+
XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
}
else
{
XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
}
+
GiveXP( XP, NULL );
SendExplorationExperience(area,XP);
}
@@ -5113,6 +6109,7 @@ void Player::CheckExploreSystem()
}
}
}
+
uint32 Player::TeamForRace(uint8 race)
{
ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
@@ -5121,14 +6118,17 @@ uint32 Player::TeamForRace(uint8 race)
sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
return ALLIANCE;
}
+
switch(rEntry->TeamID)
{
case 7: return ALLIANCE;
case 1: return HORDE;
}
+
sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
return ALLIANCE;
}
+
uint32 Player::getFactionForRace(uint8 race)
{
ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
@@ -5137,51 +6137,70 @@ uint32 Player::getFactionForRace(uint8 race)
sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
return 0;
}
+
return rEntry->FactionID;
}
+
void Player::setFactionForRace(uint8 race)
{
m_team = TeamForRace(race);
setFaction( getFactionForRace(race) );
}
+
ReputationRank Player::GetReputationRank(uint32 faction) const
{
FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
return GetReputationMgr().GetRank(factionEntry);
}
+
//Calculate total reputation percent player gain with quest/creature level
int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest)
{
float percent = 100.0f;
+
float rate = for_quest ? sWorld.getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getRate(RATE_REPUTATION_LOWLEVEL_KILL);
+
if (rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))
percent *= rate;
+
float repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
+
if (!for_quest)
repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
+
percent += rep > 0 ? repMod : -repMod;
+
if (percent <= 0.0f)
return 0;
+
return int32(rep*percent/100);
}
+
//Calculates how many reputation points player gains in victim's enemy factions
void Player::RewardReputation(Unit *pVictim, float rate)
{
if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
return;
+
if(((Creature*)pVictim)->IsReputationGainDisabled())
return;
+
ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
+
if(!Rep)
return;
+
uint32 ChampioningFaction = 0;
+
if(GetChampioningFaction())
{
// support for: Championing - http://www.wowwiki.com/Championing
+
Map const *pMap = GetMap();
if(pMap && pMap->IsDungeon())
{
bool Heroic = pMap->IsHeroic();
+
InstanceTemplate const *pInstance = objmgr.GetInstanceTemplate(pMap->GetId());
if(pInstance)
{
@@ -5194,14 +6213,18 @@ void Player::RewardReputation(Unit *pVictim, float rate)
}
}
}
+
// Favored reputation increase START
uint32 zone = GetZoneId();
uint32 team = GetTeam();
float favored_rep_mult = 0;
+
if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_rep_mult = 0.25; // Thrallmar's Favor and Honor Hold's Favor
else if( HasAura(30754) && (Rep->repfaction1 == 609 || Rep->repfaction2 == 609) && !ChampioningFaction ) favored_rep_mult = 0.25; // Cenarion Favor
+
if(favored_rep_mult > 0) favored_rep_mult *= 2; // Multiplied by 2 because the reputation is divided by 2 for some reason (See "donerep1 / 2" and "donerep2 / 2") -- if you know why this is done, please update/explain :)
// Favored reputation increase END
+
if(Rep->repfaction1 && (!Rep->team_dependent || team == ALLIANCE))
{
int32 donerep1 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue1, ChampioningFaction ? ChampioningFaction : Rep->repfaction1, false);
@@ -5210,6 +6233,7 @@ void Player::RewardReputation(Unit *pVictim, float rate)
uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
+
// Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation
/*if (factionEntry1 && Rep->is_teamaward1)
{
@@ -5218,6 +6242,7 @@ void Player::RewardReputation(Unit *pVictim, float rate)
GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
}*/
}
+
if(Rep->repfaction2 && (!Rep->team_dependent || team == HORDE))
{
int32 donerep2 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue2, ChampioningFaction ? ChampioningFaction : Rep->repfaction2, false);
@@ -5226,6 +6251,7 @@ void Player::RewardReputation(Unit *pVictim, float rate)
uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
+
// Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation
/*if (factionEntry2 && Rep->is_teamaward2)
{
@@ -5235,6 +6261,7 @@ void Player::RewardReputation(Unit *pVictim, float rate)
}*/
}
}
+
//Calculate how many reputation points player gain with the quest
void Player::RewardReputation(Quest const *pQuest)
{
@@ -5249,25 +6276,32 @@ void Player::RewardReputation(Quest const *pQuest)
GetReputationMgr().ModifyReputation(factionEntry, rep);
}
}
+
// TODO: implement reputation spillover
}
+
void Player::UpdateArenaFields(void)
{
/* arena calcs go here */
}
+
void Player::UpdateHonorFields()
{
/// called when rewarding honor and at each save
uint64 now = time(NULL);
uint64 today = uint64(time(NULL) / DAY) * DAY;
+
if(m_lastHonorUpdateTime < today)
{
uint64 yesterday = today - DAY;
+
uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
+
// update yesterday's contribution
if(m_lastHonorUpdateTime >= yesterday )
{
SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
+
// this is the first update today, reset today's contribution
SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
@@ -5279,8 +6313,10 @@ void Player::UpdateHonorFields()
SetUInt32Value(PLAYER_FIELD_KILLS, 0);
}
}
+
m_lastHonorUpdateTime = now;
}
+
///Calculate the amount of honor gained based on the victim
///and the size of the group for which the honor is divided
///An exact honor value can also be given (overriding the calcs)
@@ -5291,35 +6327,47 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt
{
if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
return false;
+
if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
return false;
+
return true;
}
+
// 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
if(HasAura(SPELL_AURA_PLAYER_INACTIVE))
return false;
+
uint64 victim_guid = 0;
uint32 victim_rank = 0;
time_t now = time(NULL);
+
// need call before fields update to have chance move yesterday data to appropriate fields before today data change.
UpdateHonorFields();
+
// do not reward honor in arenas, but return true to enable onkill spellproc
if(InBattleGround() && GetBattleGround() && GetBattleGround()->isArena())
return true;
+
if(honor <= 0)
{
if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
return false;
+
victim_guid = uVictim->GetGUID();
+
if( uVictim->GetTypeId() == TYPEID_PLAYER )
{
Player *pVictim = (Player *)uVictim;
+
if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
return false;
+
float f = 1; //need for total kills (?? need more info)
uint32 k_grey = 0;
uint32 k_level = getLevel();
uint32 v_level = pVictim->getLevel();
+
{
// PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
// [0] Just name
@@ -5342,13 +6390,19 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt
else
victim_guid = 0; // Don't show HK: <rank> message, only log.
}
+
k_grey = Trinity::XP::GetGrayLevel(k_level);
+
if(v_level<=k_grey)
return false;
+
float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
+
int32 v_rank =1; //need more info
+
honor = ((f * diff_level * (190 + v_rank*10))/6);
honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
+
// count the number of playerkills in one day
ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
// and those in a lifetime
@@ -5360,21 +6414,27 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt
else
{
Creature *cVictim = (Creature *)uVictim;
+
if (!cVictim->isRacialLeader())
return false;
+
honor = 100; // ??? need more info
victim_rank = 19; // HK: Leader
}
}
+
if (uVictim != NULL)
{
honor *= sWorld.getRate(RATE_HONOR);
+
if(groupsize > 1)
honor /= groupsize;
+
// apply honor multiplier from aura (not stacking-get highest)
honor = int32(float(honor) * (float(GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN_PCT))+100.0f)/100.0f);
honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
}
+
// honor - for show honor points in log
// victim_guid - for show victim name in log
// victim_rank [1..4] HK: <dishonored rank>
@@ -5384,14 +6444,19 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt
data << (uint32) honor;
data << (uint64) victim_guid;
data << (uint32) victim_rank;
+
GetSession()->SendPacket(&data);
+
// add honor points
ModifyHonorPoints(int32(honor));
+
ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
+
if( sWorld.getConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken )
{
if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
return true;
+
if(uVictim->GetTypeId() == TYPEID_PLAYER)
{
// Check if allowed to receive it in current map
@@ -5400,27 +6465,33 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt
|| (MapType == 2 && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
|| (MapType == 3 && !InBattleGround()) )
return true;
+
uint32 noSpaceForCount = 0;
uint32 itemId = sWorld.getConfig(CONFIG_PVP_TOKEN_ID);
int32 count = sWorld.getConfig(CONFIG_PVP_TOKEN_COUNT);
+
// check space and find places
ItemPosCountVec dest;
uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, count, &noSpaceForCount );
if( msg != EQUIP_ERR_OK ) // convert to possible store amount
count = noSpaceForCount;
+
if( count == 0 || dest.empty()) // can't add any
{
// -- TODO: Send to mailbox if no space
ChatHandler(this).PSendSysMessage("You don't have any space in your bags for a token.");
return true;
}
+
Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
SendNewItem(item,count,true,false);
ChatHandler(this).PSendSysMessage("You have been awarded a token for slaying another player.");
}
}
+
return true;
}
+
void Player::ModifyHonorPoints( int32 value )
{
if(value < 0)
@@ -5433,6 +6504,7 @@ void Player::ModifyHonorPoints( int32 value )
else
SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
}
+
void Player::ModifyArenaPoints( int32 value )
{
if(value < 0)
@@ -5445,15 +6517,18 @@ void Player::ModifyArenaPoints( int32 value )
else
SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
}
+
uint32 Player::GetGuildIdFromDB(uint64 guid)
{
QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
if(!result)
return 0;
+
uint32 id = result->Fetch()[0].GetUInt32();
delete result;
return id;
}
+
uint32 Player::GetRankFromDB(uint64 guid)
{
QueryResult *result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) );
@@ -5466,15 +6541,18 @@ uint32 Player::GetRankFromDB(uint64 guid)
else
return 0;
}
+
uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
{
QueryResult *result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", GUID_LOPART(guid), type);
if(!result)
return 0;
+
uint32 id = (*result)[0].GetUInt32();
delete result;
return id;
}
+
uint32 Player::GetZoneIdFromDB(uint64 guid)
{
uint32 guidLow = GUID_LOPART(guid);
@@ -5484,6 +6562,7 @@ uint32 Player::GetZoneIdFromDB(uint64 guid)
Field* fields = result->Fetch();
uint32 zone = fields[0].GetUInt32();
delete result;
+
if (!zone)
{
// stored zone is zero, use generic and slow zone detection
@@ -5496,32 +6575,42 @@ uint32 Player::GetZoneIdFromDB(uint64 guid)
float posy = fields[2].GetFloat();
float posz = fields[3].GetFloat();
delete result;
+
zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
+
if (zone > 0)
CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
}
+
return zone;
}
+
uint32 Player::GetLevelFromDB(uint64 guid)
{
QueryResult *result = CharacterDatabase.PQuery( "SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid) );
if (!result)
return 0;
+
Field* fields = result->Fetch();
uint32 level = fields[0].GetUInt32();
delete result;
+
return level;
}
+
void Player::UpdateArea(uint32 newArea)
{
// FFA_PVP flags are area and not zone id dependent
// so apply them accordingly
m_areaUpdateId = newArea;
+
AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
pvpInfo.inFFAPvPArea = area && (area->flags & AREA_FLAG_ARENA);
UpdatePvPState(true);
+
UpdateAreaDependentAuras(newArea);
}
+
void Player::UpdateZone(uint32 newZone, uint32 newArea)
{
if(m_zoneUpdateId != newZone)
@@ -5530,13 +6619,17 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea)
sOutdoorPvPMgr.HandlePlayerEnterZone(this, newZone);
SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
}
+
m_zoneUpdateId = newZone;
m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
+
// zone changed, so area changed as well, update it
UpdateArea(newArea);
+
AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
if(!zone)
return;
+
if (sWorld.getConfig(CONFIG_WEATHER))
{
Weather *wth = sWorld.FindWeather(zone->ID);
@@ -5553,6 +6646,7 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea)
}
}
}
+
// in PvP, any not controlled zone (except zone->team == 6, default case)
// in PvE, only opposition team capital
switch(zone->team)
@@ -5571,6 +6665,7 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea)
pvpInfo.inHostileArea = false;
break;
}
+
pvpInfo.inNoPvPArea = false;
if(zone->IsSanctuary()) // in sanctuary
{
@@ -5582,6 +6677,7 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea)
{
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
}
+
if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
{
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
@@ -5608,34 +6704,44 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea)
}
}
}
+
UpdatePvPState();
+
// remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
// if player resurrected at teleport this will be applied in resurrect code
if(isAlive())
DestroyZoneLimitedItem( true, newZone );
+
// check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
AutoUnequipOffhandIfNeed();
+
// recent client version not send leave/join channel packets for built-in local channels
UpdateLocalChannels( newZone );
+
// group update
if(GetGroup())
SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
+
UpdateZoneDependentAuras(newZone);
}
+
//If players are too far way of duel flag... then player loose the duel
void Player::CheckDuelDistance(time_t currTime)
{
if(!duel)
return;
+
uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
if(!obj)
return;
+
if(duel->outOfBound == 0)
{
if(!IsWithinDistInMap(obj, 50))
{
duel->outOfBound = currTime;
+
WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
GetSession()->SendPacket(&data);
}
@@ -5645,6 +6751,7 @@ void Player::CheckDuelDistance(time_t currTime)
if(IsWithinDistInMap(obj, 40))
{
duel->outOfBound = 0;
+
WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
GetSession()->SendPacket(&data);
}
@@ -5654,20 +6761,25 @@ void Player::CheckDuelDistance(time_t currTime)
}
}
}
+
bool Player::IsOutdoorPvPActive()
{
return (isAlive() && !HasInvisibilityAura() && !HasStealthAura() && (IsPvP() || sWorld.IsPvPRealm()) && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !isInFlight());
}
+
void Player::DuelComplete(DuelCompleteType type)
{
// duel not requested
if(!duel)
return;
+
sLog.outDebug("Duel Complete %s %s", GetName(), duel->opponent->GetName());
+
WorldPacket data(SMSG_DUEL_COMPLETE, (1));
data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
GetSession()->SendPacket(&data);
duel->opponent->GetSession()->SendPacket(&data);
+
if(type != DUEL_INTERUPTED)
{
data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
@@ -5676,21 +6788,25 @@ void Player::DuelComplete(DuelCompleteType type)
data << GetName();
SendMessageToSet(&data,true);
}
+
if (type == DUEL_WON)
{
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
if (duel->opponent)
{
duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);
+
//Credit for quest Death's Challenge
if (getClass() == CLASS_DEATH_KNIGHT && duel->opponent->GetQuestStatus(12733) == QUEST_STATUS_INCOMPLETE)
duel->opponent->CastSpell(duel->opponent, 52994, true);
}
}
+
//Remove Duel Flag object
GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
if(obj)
duel->initiator->RemoveGameObject(obj,true);
+
/* remove auras */
AuraMap &itsAuras = duel->opponent->GetAuras();
for(AuraMap::iterator i = itsAuras.begin(); i != itsAuras.end();)
@@ -5702,6 +6818,7 @@ void Player::DuelComplete(DuelCompleteType type)
else
++i;
}
+
AuraMap &myAuras = GetAuras();
for(AuraMap::iterator i = myAuras.begin(); i != myAuras.end();)
{
@@ -5712,69 +6829,93 @@ void Player::DuelComplete(DuelCompleteType type)
else
++i;
}
+
// cleanup combo points
if(GetComboTarget()==duel->opponent->GetGUID())
ClearComboPoints();
else if(GetComboTarget()==duel->opponent->GetPetGUID())
ClearComboPoints();
+
if(duel->opponent->GetComboTarget()==GetGUID())
duel->opponent->ClearComboPoints();
else if(duel->opponent->GetComboTarget()==GetPetGUID())
duel->opponent->ClearComboPoints();
+
// Honor points after duel (the winner) - ImpConfig
if(uint32 amount = sWorld.getConfig(CONFIG_HONOR_AFTER_DUEL))
duel->opponent->RewardHonor(NULL,1,amount);
+
//cleanups
SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
SetUInt32Value(PLAYER_DUEL_TEAM, 0);
duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
+
delete duel->opponent->duel;
duel->opponent->duel = NULL;
delete duel;
duel = NULL;
}
+
//---------------------------------------------------------//
+
void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
{
if(slot >= INVENTORY_SLOT_BAG_END || !item)
return;
+
// not apply mods for broken item
if(item->IsBroken())
return;
+
ItemPrototype const *proto = item->GetProto();
+
if(!proto)
return;
+
sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
+
uint8 attacktype = Player::GetAttackBySlot(slot);
+
//check disarm only on mod apply to allow remove item mods
if (!CanUseAttackType(attacktype) )
return;
+
if(attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
+
_ApplyItemBonuses(proto,slot,apply);
+
if( slot==EQUIPMENT_SLOT_RANGED )
_ApplyAmmoBonuses();
+
ApplyItemEquipSpell(item,apply);
ApplyEnchantment(item, apply);
+
if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
CorrectMetaGemEnchants(slot, apply);
+
sLog.outDebug("_ApplyItemMods complete.");
}
+
void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
{
if (slot >= INVENTORY_SLOT_BAG_END || !proto)
return;
+
ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL;
if (only_level_scale && !ssd)
return;
+
// req. check at equip, but allow use for extended range if range limit max level, set proper level
uint32 ssd_level = getLevel();
if (ssd && ssd_level > ssd->MaxLevel)
ssd_level = ssd->MaxLevel;
+
ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL;
if (only_level_scale && !ssv)
return;
+
for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
{
uint32 statType = 0;
@@ -5794,8 +6935,10 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
statType = proto->ItemStat[i].ItemStatType;
val = proto->ItemStat[i].ItemStatValue;
}
+
if(val == 0)
continue;
+
switch (statType)
{
case ITEM_MOD_MANA:
@@ -5939,12 +7082,14 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
break;
}
}
+
// Apply Spell Power from ScalingStatValue if set
if(ssv)
{
if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue))
ApplySpellPowerBonus(spellbonus, apply);
}
+
// If set ScalingStatValue armor get it or use item armor
uint32 armor = proto->Armor;
if (ssv)
@@ -5955,24 +7100,34 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
// Add armor bonus from ArmorDamageModifier if > 0
if (proto->ArmorDamageModifier > 0)
armor += uint32(proto->ArmorDamageModifier);
+
if (armor)
HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(armor), apply);
+
if (proto->Block)
HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
+
if (proto->HolyRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
+
if (proto->FireRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
+
if (proto->NatureRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
+
if (proto->FrostRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
+
if (proto->ShadowRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
+
if (proto->ArcaneRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
+
WeaponAttackType attType = BASE_ATTACK;
float damage = 0.0f;
+
if( slot == EQUIPMENT_SLOT_RANGED && (
proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
proto->InventoryType == INVTYPE_RANGEDRIGHT ))
@@ -5983,6 +7138,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
{
attType = OFF_ATTACK;
}
+
float minDamage = proto->Damage[0].DamageMin;
float maxDamage = proto->Damage[0].DamageMax;
int32 extraDPS = 0;
@@ -6002,11 +7158,13 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
SetBaseWeaponDamage(attType, MINDAMAGE, damage);
//sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
}
+
if (maxDamage > 0 )
{
damage = apply ? maxDamage : BASE_MAXDAMAGE;
SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
}
+
// Apply feral bonus from ScalingStatValue if set
if (ssv)
{
@@ -6020,8 +7178,10 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
if (feral_bonus > 0)
ApplyFeralAPBonus(feral_bonus, apply);
}
+
if(IsInFeralForm() || !CanUseAttackType(attType))
return;
+
if (proto->Delay)
{
if(slot == EQUIPMENT_SLOT_RANGED)
@@ -6031,26 +7191,32 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
else if(slot==EQUIPMENT_SLOT_OFFHAND)
SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
}
+
if(CanModifyStats() && (damage || proto->Delay))
UpdateDamagePhysical(attType);
}
+
void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
{
AuraEffectList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT);
for(AuraEffectList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
_ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
+
AuraEffectList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
for(AuraEffectList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
_ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
+
AuraEffectList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
for(AuraEffectList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
_ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
}
+
void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect* aura, bool apply)
{
// generic not weapon specific case processes in aura code
if(aura->GetSpellProto()->EquippedItemClass == -1)
return;
+
BaseModGroup mod = BASEMOD_END;
switch(attackType)
{
@@ -6059,19 +7225,23 @@ void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attac
case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
default: return;
}
+
if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
{
HandleBaseModValue(mod, FLAT_MOD, float (aura->GetAmount()), apply);
}
}
+
void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect* aura, bool apply)
{
// ignore spell mods for not wands
if((aura->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
return;
+
// generic not weapon specific case processes in aura code
if(aura->GetSpellProto()->EquippedItemClass == -1)
return;
+
UnitMods unitMod = UNIT_MOD_END;
switch(attackType)
{
@@ -6080,6 +7250,7 @@ void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType att
case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
default: return;
}
+
UnitModifierType unitModType = TOTAL_VALUE;
switch(aura->GetAuraName())
{
@@ -6087,34 +7258,43 @@ void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType att
case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
default: return;
}
+
if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
{
HandleStatModifier(unitMod, unitModType, float(aura->GetAmount()),apply);
}
}
+
void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
{
if(!item)
return;
+
ItemPrototype const *proto = item->GetProto();
if(!proto)
return;
+
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
+
// no spell
if(!spellData.SpellId )
continue;
+
// wrong triggering type
if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
continue;
+
// check if it is valid spell
SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
if(!spellproto)
continue;
+
ApplyEquipSpell(spellproto,item,apply,form_change);
}
}
+
void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
{
if(apply)
@@ -6122,6 +7302,7 @@ void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply
// Cannot be used in this stance/form
if(GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK)
return;
+
if(form_change) // check aura active state from other form
{
AuraMap const& auras = GetAuras();
@@ -6129,7 +7310,9 @@ void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply
if(!item || itr->second->GetCastItemGUID()==item->GetGUID())
return;
}
+
DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
+
CastSpell(this,spellInfo,true,item);
}
else
@@ -6140,12 +7323,14 @@ void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply
if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK)
return; // and remove only not compatible at form change
}
+
if(item)
RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
else
RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
}
}
+
void Player::UpdateEquipSpellsAtFormChange()
{
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
@@ -6156,17 +7341,20 @@ void Player::UpdateEquipSpellsAtFormChange()
ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
}
}
+
// item set bonuses not dependent from item broken state
for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
{
ItemSetEffect* eff = ItemSetEff[setindex];
if(!eff)
continue;
+
for(uint32 y=0;y<8; ++y)
{
SpellEntry const* spellInfo = eff->spells[y];
if(!spellInfo)
continue;
+
ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
}
@@ -6176,6 +7364,7 @@ void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32
{
if(!target || !target->isAlive() || target == this)
return;
+
for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
{
// If usable, try to cast item spell
@@ -6208,6 +7397,7 @@ void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32
}
}
}
+
void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemPrototype const * proto)
{
// Can do effect if any damage done to target
@@ -6217,22 +7407,28 @@ void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32
for (int i = 0; i < 5; i++)
{
_Spell const& spellData = proto->Spells[i];
+
// no spell
if(!spellData.SpellId )
continue;
+
// wrong triggering type
if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
continue;
+
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
if(!spellInfo)
{
sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
continue;
}
+
// not allow proc extra attack spell at extra attack
if( m_extraAttacks && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
return;
+
float chance = spellInfo->procChance;
+
if(spellData.SpellPPMRate)
{
if(spellData.SpellId == 52781) // Persuasive Strike
@@ -6254,10 +7450,12 @@ void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32
{
chance = GetWeaponProcChance();
}
+
if (roll_chance_f(chance))
CastSpell(target, spellInfo->Id, true, item);
}
}
+
// item combat enchantments
for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
{
@@ -6268,7 +7466,9 @@ void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32
{
if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
continue;
+
SpellEnchantProcEntry const* entry = spellmgr.GetSpellEnchantProcEvent(enchant_id);
+
if (entry && entry->procEx)
{
// Check hit/crit/dodge/parry requirement
@@ -6282,13 +7482,16 @@ void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32
//if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
continue;
}
+
SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
if (!spellInfo)
{
sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
continue;
}
+
float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
+
if (entry)
{
if(entry->PPMChance)
@@ -6296,8 +7499,10 @@ void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32
else if(entry->customChance)
chance = entry->customChance;
}
+
// Apply spell mods
ApplySpellMod(pEnchant->spellid[s],SPELLMOD_CHANCE_OF_SUCCESS,chance);
+
if (roll_chance_f(chance))
{
if(IsPositiveSpell(pEnchant->spellid[s]))
@@ -6308,6 +7513,7 @@ void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32
}
}
}
+
void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
{
ItemPrototype const* proto = item->GetProto();
@@ -6316,6 +7522,7 @@ void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 c
{
uint32 learn_spell_id = proto->Spells[0].SpellId;
uint32 learning_spell_id = proto->Spells[1].SpellId;
+
SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
if(!spellInfo)
{
@@ -6323,6 +7530,7 @@ void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 c
SendEquipError(EQUIP_ERR_NONE,item,NULL);
return;
}
+
Spell *spell = new Spell(this, spellInfo,false);
spell->m_CastItem = item;
spell->m_cast_count = cast_count; //set count of casts
@@ -6330,31 +7538,39 @@ void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 c
spell->prepare(&targets);
return;
}
+
// use triggered flag only for items with many spell casts and for not first cast
int count = 0;
+
// item spells casted at use
for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
+
// no spell
if(!spellData.SpellId)
continue;
+
// wrong triggering type
if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
continue;
+
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
if(!spellInfo)
{
sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
continue;
}
+
Spell *spell = new Spell(this, spellInfo, (count > 0));
spell->m_CastItem = item;
spell->m_cast_count = cast_count; // set count of casts
spell->m_glyphIndex = glyphIndex; // glyph index
spell->prepare(&targets);
+
++count;
}
+
// Item enchantments spells casted at use
for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
{
@@ -6365,24 +7581,29 @@ void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 c
{
if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
continue;
+
SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
if (!spellInfo)
{
sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
continue;
}
+
Spell *spell = new Spell(this, spellInfo, (count > 0));
spell->m_CastItem = item;
spell->m_cast_count = cast_count; // set count of casts
spell->m_glyphIndex = glyphIndex; // glyph index
spell->prepare(&targets);
+
++count;
}
}
}
+
void Player::_RemoveAllItemMods()
{
sLog.outDebug("_RemoveAllItemMods start.");
+
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
{
if(m_items[i])
@@ -6390,15 +7611,19 @@ void Player::_RemoveAllItemMods()
ItemPrototype const *proto = m_items[i]->GetProto();
if(!proto)
continue;
+
// item set bonuses not dependent from item broken state
if(proto->ItemSet)
RemoveItemsSetItem(this,proto);
+
if(m_items[i]->IsBroken())
continue;
+
ApplyItemEquipSpell(m_items[i],false);
ApplyEnchantment(m_items[i], false);
}
}
+
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
{
if(m_items[i])
@@ -6408,36 +7633,47 @@ void Player::_RemoveAllItemMods()
ItemPrototype const *proto = m_items[i]->GetProto();
if(!proto)
continue;
+
uint32 attacktype = Player::GetAttackBySlot(i);
if(attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
+
_ApplyItemBonuses(proto,i, false);
+
if( i == EQUIPMENT_SLOT_RANGED )
_ApplyAmmoBonuses();
}
}
+
sLog.outDebug("_RemoveAllItemMods complete.");
}
+
void Player::_ApplyAllItemMods()
{
sLog.outDebug("_ApplyAllItemMods start.");
+
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
{
if(m_items[i])
{
if(m_items[i]->IsBroken())
continue;
+
ItemPrototype const *proto = m_items[i]->GetProto();
if(!proto)
continue;
+
uint32 attacktype = Player::GetAttackBySlot(i);
if(attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
+
_ApplyItemBonuses(proto,i, true);
+
if( i == EQUIPMENT_SLOT_RANGED )
_ApplyAmmoBonuses();
}
}
+
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
{
if(m_items[i])
@@ -6445,17 +7681,22 @@ void Player::_ApplyAllItemMods()
ItemPrototype const *proto = m_items[i]->GetProto();
if(!proto)
continue;
+
// item set bonuses not dependent from item broken state
if(proto->ItemSet)
AddItemsSetItem(this,m_items[i]);
+
if(m_items[i]->IsBroken())
continue;
+
ApplyItemEquipSpell(m_items[i],true);
ApplyEnchantment(m_items[i], true);
}
}
+
sLog.outDebug("_ApplyAllItemMods complete.");
}
+
void Player::_ApplyAllLevelScaleItemMods(bool apply)
{
for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
@@ -6464,42 +7705,54 @@ void Player::_ApplyAllLevelScaleItemMods(bool apply)
{
if(m_items[i]->IsBroken())
continue;
+
ItemPrototype const *proto = m_items[i]->GetProto();
if(!proto)
continue;
+
_ApplyItemBonuses(proto,i, apply, true);
}
}
}
+
void Player::_ApplyAmmoBonuses()
{
// check ammo
uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
if(!ammo_id)
return;
+
float currentAmmoDPS;
+
ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
currentAmmoDPS = 0.0f;
else
currentAmmoDPS = ( ammo_proto->Damage[0].DamageMin + ammo_proto->Damage[0].DamageMax ) / 2;
+
if(currentAmmoDPS == GetAmmoDPS())
return;
+
m_ammoDPS = currentAmmoDPS;
+
if(CanModifyStats())
UpdateDamagePhysical(RANGED_ATTACK);
}
+
bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
{
if(!ammo_proto)
return false;
+
// check ranged weapon
Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
if(!weapon || weapon->IsBroken() )
return false;
+
ItemPrototype const* weapon_proto = weapon->GetProto();
if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
return false;
+
// check ammo ws. weapon compatibility
switch(weapon_proto->SubClass)
{
@@ -6515,14 +7768,17 @@ bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
default:
return false;
}
+
return true;
}
+
/* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
Called by remove insignia spell effect */
void Player::RemovedInsignia(Player* looterPlr)
{
if (!GetBattleGroundId())
return;
+
// If not released spirit, do it !
if(m_deathTimer > 0)
{
@@ -6530,39 +7786,48 @@ void Player::RemovedInsignia(Player* looterPlr)
BuildPlayerRepop();
RepopAtGraveyard();
}
+
Corpse *corpse = GetCorpse();
if (!corpse)
return;
+
// We have to convert player corpse to bones, not to be able to resurrect there
// SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
if (!bones)
return;
+
// Now we must make bones lootable, and send player loot
bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
+
// We store the level of our player in the gold field
// We retrieve this information at Player::SendLoot()
bones->loot.gold = getLevel();
bones->lootRecipient = looterPlr;
looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
}
+
void Player::SendLootRelease( uint64 guid )
{
WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
data << uint64(guid) << uint8(1);
SendDirectMessage( &data );
}
+
void Player::SendLoot(uint64 guid, LootType loot_type)
{
if (uint64 lguid = GetLootGUID())
m_session->DoLootRelease(lguid);
+
Loot *loot = 0;
PermissionTypes permission = ALL_PERMISSION;
+
sLog.outDebug("Player::SendLoot");
if (IS_GAMEOBJECT_GUID(guid))
{
sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
GameObject *go = GetMap()->GetGameObject(guid);
+
// not check distance for GO in case owned GO (fishing bobber case, for example)
// And permit out of range GO with no owner in case fishing hole
if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
@@ -6570,10 +7835,13 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
SendLootRelease(guid);
return;
}
+
loot = &go->loot;
+
if (go->getLootState() == GO_READY)
{
uint32 lootid = go->GetGOInfo()->GetLootId();
+
//TODO: fix this big hack
if((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
if( BattleGround *bg = GetBattleGround())
@@ -6583,30 +7851,37 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
SendLootRelease(guid);
return;
}
+
if (lootid)
{
sLog.outDebug(" if(lootid)");
loot->clear();
loot->FillLoot(lootid, LootTemplates_Gameobject, this, false);
}
+
if (loot_type == LOOT_FISHING)
go->getFishLoot(loot,this);
+
go->SetLootState(GO_ACTIVATED);
}
}
else if (IS_ITEM_GUID(guid))
{
Item *item = GetItemByGuid( guid );
+
if (!item)
{
SendLootRelease(guid);
return;
}
+
loot = &item->loot;
+
if (!item->m_lootGenerated)
{
item->m_lootGenerated = true;
loot->clear();
+
switch(loot_type)
{
case LOOT_DISENCHANTING:
@@ -6628,12 +7903,15 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
else if (IS_CORPSE_GUID(guid)) // remove insignia
{
Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
+
if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
{
SendLootRelease(guid);
return;
}
+
loot = &bones->loot;
+
if (!bones->lootForBody)
{
bones->lootForBody = true;
@@ -6646,32 +7924,39 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
// Now it works like this: lvl10: ~6copper, lvl70: ~9silver
bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
}
+
if (bones->lootRecipient != this)
permission = NONE_PERMISSION;
}
else
{
Creature *creature = GetMap()->GetCreature(guid);
+
// must be in range and creature must be alive for pickpocket and must be dead for another loot
if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
{
SendLootRelease(guid);
return;
}
+
if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
{
SendLootRelease(guid);
return;
}
+
loot = &creature->loot;
+
if (loot_type == LOOT_PICKPOCKETING)
{
if (!creature->lootForPickPocketed)
{
creature->lootForPickPocketed = true;
loot->clear();
+
if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
+
// Generate extra money for pick pocket loot
const uint32 a = urand(0, creature->getLevel()/2);
const uint32 b = urand(0, getLevel()/2);
@@ -6687,21 +7972,27 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
creature->SetLootRecipient(this);
recipient = this;
}
+
if (creature->lootForPickPocketed)
{
creature->lootForPickPocketed = false;
loot->clear();
}
+
if (!creature->lootForBody)
{
creature->lootForBody = true;
loot->clear();
+
if (uint32 lootid = creature->GetCreatureInfo()->lootid)
loot->FillLoot(lootid, LootTemplates_Creature, recipient, false);
+
loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
+
if (Group* group = recipient->GetGroup())
{
group->UpdateLooterGuid(creature,true);
+
switch (group->GetLootMethod())
{
case GROUP_LOOT:
@@ -6719,6 +8010,7 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
}
}
}
+
// possible only if creature->lootForBody && loot->empty() at spell cast check
if (loot_type == LOOT_SKINNING)
{
@@ -6754,7 +8046,9 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
}
}
}
+
SetLootGUID(guid);
+
// LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
switch(loot_type)
{
@@ -6762,30 +8056,39 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
default: break;
}
+
// need know merged fishing/corpse loot type for achievements
loot->loot_type = loot_type;
+
WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
+
data << uint64(guid);
data << uint8(loot_type);
data << LootView(*loot, this, permission);
+
SendDirectMessage(&data);
+
// add 'this' player as one of the players that are looting 'loot'
if (permission != NONE_PERMISSION)
loot->AddLooter(GetGUID());
+
if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid))
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
}
+
void Player::SendNotifyLootMoneyRemoved()
{
WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
GetSession()->SendPacket( &data );
}
+
void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
{
WorldPacket data(SMSG_LOOT_REMOVED, 1);
data << uint8(lootSlot);
GetSession()->SendPacket( &data );
}
+
void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
{
WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
@@ -6793,6 +8096,7 @@ void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
data << Value;
GetSession()->SendPacket(&data);
}
+
void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
{
// data depends on zoneid/mapid...
@@ -6800,7 +8104,9 @@ void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
uint16 NumberOfFields = 0;
uint32 mapid = GetMapId();
OutdoorPvP * pvp = sOutdoorPvPMgr.GetOutdoorPvPToZoneId(zoneid);
+
sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
+
// may be exist better way to do this...
switch(zoneid)
{
@@ -6863,6 +8169,7 @@ void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
NumberOfFields = 12;
break;
}
+
WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
data << uint32(mapid); // mapid
data << uint32(zoneid); // zone id
@@ -7169,25 +8476,31 @@ void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
data << uint32(2502) << uint32(0x0); // 11
data << uint32(2493) << uint32(0x0); // 12
data << uint32(2491) << uint32(0x0); // 13
+
data << uint32(2495) << uint32(0x0); // 14
data << uint32(2494) << uint32(0x0); // 15
data << uint32(2497) << uint32(0x0); // 16
+
data << uint32(2762) << uint32(0x0); // 17
data << uint32(2662) << uint32(0x0); // 18
data << uint32(2663) << uint32(0x0); // 19
data << uint32(2664) << uint32(0x0); // 20
+
data << uint32(2760) << uint32(0x0); // 21
data << uint32(2670) << uint32(0x0); // 22
data << uint32(2668) << uint32(0x0); // 23
data << uint32(2669) << uint32(0x0); // 24
+
data << uint32(2761) << uint32(0x0); // 25
data << uint32(2667) << uint32(0x0); // 26
data << uint32(2665) << uint32(0x0); // 27
data << uint32(2666) << uint32(0x0); // 28
+
data << uint32(2763) << uint32(0x0); // 29
data << uint32(2659) << uint32(0x0); // 30
data << uint32(2660) << uint32(0x0); // 31
data << uint32(2661) << uint32(0x0); // 32
+
data << uint32(2671) << uint32(0x0); // 33
data << uint32(2676) << uint32(0x0); // 34
data << uint32(2677) << uint32(0x0); // 35
@@ -7308,21 +8621,27 @@ void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
}
GetSession()->SendPacket(&data);
}
+
uint32 Player::GetXPRestBonus(uint32 xp)
{
uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
+
if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
rested_bonus = xp;
+
SetRestBonus( GetRestBonus() - rested_bonus);
+
sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
return rested_bonus;
}
+
void Player::SetBindPoint(uint64 guid)
{
WorldPacket data(SMSG_BINDER_CONFIRM, 8);
data << uint64(guid);
GetSession()->SendPacket( &data );
}
+
void Player::SendTalentWipeConfirm(uint64 guid)
{
WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
@@ -7331,6 +8650,7 @@ void Player::SendTalentWipeConfirm(uint64 guid)
data << cost;
GetSession()->SendPacket( &data );
}
+
void Player::SendPetSkillWipeConfirm()
{
Pet* pet = GetPet();
@@ -7341,9 +8661,11 @@ void Player::SendPetSkillWipeConfirm()
data << uint32(pet->resetTalentsCost());
GetSession()->SendPacket( &data );
}
+
/*********************************************************/
/*** STORAGE SYSTEM ***/
/*********************************************************/
+
void Player::SetVirtualItemSlot( uint8 i, Item* item)
{
assert(i < 3);
@@ -7363,6 +8685,7 @@ void Player::SetVirtualItemSlot( uint8 i, Item* item)
}
}
}
+
void Player::SetSheath( SheathState sheathed )
{
switch (sheathed)
@@ -7391,9 +8714,11 @@ void Player::SetSheath( SheathState sheathed )
}
Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players...
}
+
uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
{
uint8 pClass = getClass();
+
uint8 slots[4];
slots[0] = NULL_SLOT;
slots[1] = NULL_SLOT;
@@ -7448,6 +8773,7 @@ uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap
case INVTYPE_WEAPON:
{
slots[0] = EQUIPMENT_SLOT_MAINHAND;
+
// suggest offhand slot only if know dual wielding
// (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
if(CanDualWield())
@@ -7519,6 +8845,7 @@ uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap
default :
return NULL_SLOT;
}
+
if( slot != NULL_SLOT )
{
if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
@@ -7542,6 +8869,7 @@ uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap
return slots[i];
}
}
+
// if not found free and can swap return first appropriate from used
for (uint8 i = 0; i < 4; i++)
{
@@ -7549,14 +8877,18 @@ uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap
return slots[i];
}
}
+
// no free position
return NULL_SLOT;
}
+
uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
{
Item *pItem;
uint32 tempcount = 0;
+
uint8 res = EQUIP_ERR_OK;
+
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
{
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
@@ -7611,9 +8943,11 @@ uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
}
}
}
+
// not found req. item count and have unequippable items
return res;
}
+
uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
{
uint32 count = 0;
@@ -7635,6 +8969,7 @@ uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) cons
if( pBag )
count += pBag->GetItemCount(item,skipItem);
}
+
if(skipItem && skipItem->GetProto()->GemProperties)
{
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
@@ -7644,6 +8979,7 @@ uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) cons
count += pItem->GetGemCountWithID(item);
}
}
+
if(inBankAlso)
{
for(uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
@@ -7658,6 +8994,7 @@ uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) cons
if( pBag )
count += pBag->GetItemCount(item,skipItem);
}
+
if(skipItem && skipItem->GetProto()->GemProperties)
{
for(uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
@@ -7668,8 +9005,10 @@ uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) cons
}
}
}
+
return count;
}
+
Item* Player::GetItemByGuid( uint64 guid ) const
{
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
@@ -7684,6 +9023,7 @@ Item* Player::GetItemByGuid( uint64 guid ) const
if( pItem && pItem->GetGUID() == guid )
return pItem;
}
+
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
@@ -7710,14 +9050,17 @@ Item* Player::GetItemByGuid( uint64 guid ) const
}
}
}
+
return NULL;
}
+
Item* Player::GetItemByPos( uint16 pos ) const
{
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
return GetItemByPos( bag, slot );
}
+
Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
{
if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END )) )
@@ -7731,6 +9074,7 @@ Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
}
return NULL;
}
+
Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
{
uint16 slot;
@@ -7741,26 +9085,35 @@ Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) cons
case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
default: return NULL;
}
+
Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
return NULL;
+
if(!useable)
return item;
+
if( item->IsBroken() || IsInFeralForm())
return NULL;
+
return item;
}
+
Item* Player::GetShield(bool useable) const
{
Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
return NULL;
+
if(!useable)
return item;
+
if( item->IsBroken())
return NULL;
+
return item;
}
+
uint8 Player::GetAttackBySlot( uint8 slot )
{
switch(slot)
@@ -7771,6 +9124,7 @@ uint8 Player::GetAttackBySlot( uint8 slot )
default: return MAX_ATTACK;
}
}
+
bool Player::IsInventoryPos( uint8 bag, uint8 slot )
{
if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
@@ -7783,6 +9137,7 @@ bool Player::IsInventoryPos( uint8 bag, uint8 slot )
return true;
return false;
}
+
bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
{
if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
@@ -7791,6 +9146,7 @@ bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
return true;
return false;
}
+
bool Player::IsBankPos( uint8 bag, uint8 slot )
{
if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
@@ -7801,6 +9157,7 @@ bool Player::IsBankPos( uint8 bag, uint8 slot )
return true;
return false;
}
+
bool Player::IsBagPos( uint16 pos )
{
uint8 bag = pos >> 8;
@@ -7811,62 +9168,79 @@ bool Player::IsBagPos( uint16 pos )
return true;
return false;
}
+
bool Player::IsValidPos( uint8 bag, uint8 slot )
{
// post selected
if(bag == NULL_BAG)
return true;
+
if (bag == INVENTORY_SLOT_BAG_0)
{
// any post selected
if (slot == NULL_SLOT)
return true;
+
// equipment
if (slot < EQUIPMENT_SLOT_END)
return true;
+
// bag equip slots
if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
return true;
+
// backpack slots
if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
return true;
+
// keyring slots
if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
return true;
+
// bank main slots
if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
return true;
+
// bank bag slots
if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
return true;
+
return false;
}
+
// bag content slots
if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
{
Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
if(!pBag)
return false;
+
// any post selected
if (slot == NULL_SLOT)
return true;
+
return slot < pBag->GetBagSize();
}
+
// bank bag content slots
if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
{
Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
if(!pBag)
return false;
+
// any post selected
if (slot == NULL_SLOT)
return true;
+
return slot < pBag->GetBagSize();
}
+
// where this?
return false;
}
+
bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
{
uint32 tempcount = 0;
@@ -7906,6 +9280,7 @@ bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
}
}
}
+
if(inBankAlso)
{
for(uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
@@ -7935,8 +9310,10 @@ bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
}
}
}
+
return false;
}
+
bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const
{
uint32 tempcount = 0;
@@ -7944,6 +9321,7 @@ bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except
{
if(i == except_slot)
continue;
+
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetEntry() == item)
{
@@ -7952,6 +9330,7 @@ bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except
return true;
}
}
+
ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
if (pProto && pProto->GemProperties)
{
@@ -7959,6 +9338,7 @@ bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except
{
if(i == except_slot)
continue;
+
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetProto()->Socket[0].Color)
{
@@ -7968,8 +9348,10 @@ bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except
}
}
}
+
return false;
}
+
bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const
{
uint32 tempcount = 0;
@@ -7977,18 +9359,22 @@ bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32
{
if(i == except_slot)
continue;
+
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if (!pItem)
continue;
+
ItemPrototype const *pProto = pItem->GetProto();
if (!pProto)
continue;
+
if (pProto->ItemLimitCategory == limitCategory)
{
tempcount += pItem->GetCount();
if( tempcount >= count )
return true;
}
+
if( pProto->Socket[0].Color)
{
tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
@@ -7996,8 +9382,10 @@ bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32
return true;
}
}
+
return false;
}
+
uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
{
ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
@@ -8007,18 +9395,23 @@ uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem,
*no_space_count = count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
+
// no maximum
if(pProto->MaxCount <= 0 || pProto->MaxCount == 2147483647)
return EQUIP_ERR_OK;
+
uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
+
if (curcount + count > uint32(pProto->MaxCount))
{
if(no_space_count)
*no_space_count = count +curcount - pProto->MaxCount;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
+
return EQUIP_ERR_OK;
}
+
bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
{
Item *pItem;
@@ -8048,13 +9441,17 @@ bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
}
return false;
}
+
uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
{
Item* pItem2 = GetItemByPos( bag, slot );
+
// ignore move item (this slot will be empty at move)
if (pItem2==pSrcItem)
pItem2 = NULL;
+
uint32 need_space;
+
// empty specific slot - check item fit to slot
if (!pItem2 || swap)
{
@@ -8063,9 +9460,11 @@ uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountV
// keyring case
if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
// currencytoken case
if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
// prevent cheating
if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
@@ -8075,14 +9474,18 @@ uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountV
Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
if (!pBag)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
ItemPrototype const* pBagProto = pBag->GetProto();
if (!pBagProto)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
if (slot >= pBagProto->ContainerSlots)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
if (!ItemCanGoIntoBag(pProto,pBagProto))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
}
+
// non empty stack with space
need_space = pProto->GetMaxStackSize();
}
@@ -8092,14 +9495,18 @@ uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountV
// check item type
if (pItem2->GetEntry() != pProto->ItemId)
return EQUIP_ERR_ITEM_CANT_STACK;
+
// check free space
if (pItem2->GetCount() >= pProto->GetMaxStackSize())
return EQUIP_ERR_ITEM_CANT_STACK;
+
// free stack space or infinity
need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
}
+
if (need_space > count)
need_space = count;
+
ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
if (!newPosition.isContainedIn(dest))
{
@@ -8108,34 +9515,44 @@ uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountV
}
return EQUIP_ERR_OK;
}
+
uint8 Player::_CanStoreItem_InBag( uint8 bag, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const
{
// skip specific bag already processed in first called _CanStoreItem_InBag
if (bag==skip_bag)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
if (!pBag)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
ItemPrototype const* pBagProto = pBag->GetProto();
if (!pBagProto)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
// specialized bag mode or non-specilized
if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
if (!ItemCanGoIntoBag(pProto,pBagProto))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
for(uint32 j = 0; j < pBag->GetBagSize(); j++)
{
// skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
if (j==skip_slot)
continue;
+
Item* pItem2 = GetItemByPos( bag, j );
+
// ignore move item (this slot will be empty at move)
if (pItem2==pSrcItem)
pItem2 = NULL;
+
// if merge skip empty, if !merge skip non-empty
if ((pItem2!=NULL)!=merge)
continue;
+
if (pItem2)
{
if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
@@ -8143,11 +9560,13 @@ uint8 Player::_CanStoreItem_InBag( uint8 bag, ItemPosCountVec &dest, ItemPrototy
uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
if(need_space > count)
need_space = count;
+
ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
+
if (count==0)
return EQUIP_ERR_OK;
}
@@ -8158,11 +9577,13 @@ uint8 Player::_CanStoreItem_InBag( uint8 bag, ItemPosCountVec &dest, ItemPrototy
uint32 need_space = pProto->GetMaxStackSize();
if (need_space > count)
need_space = count;
+
ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
+
if (count==0)
return EQUIP_ERR_OK;
}
@@ -8170,6 +9591,7 @@ uint8 Player::_CanStoreItem_InBag( uint8 bag, ItemPosCountVec &dest, ItemPrototy
}
return EQUIP_ERR_OK;
}
+
uint8 Player::_CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const
{
for(uint32 j = slot_begin; j < slot_end; j++)
@@ -8177,13 +9599,17 @@ uint8 Player::_CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end,
// skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
if (INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
continue;
+
Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
+
// ignore move item (this slot will be empty at move)
if (pItem2==pSrcItem)
pItem2 = NULL;
+
// if merge skip empty, if !merge skip non-empty
if ((pItem2!=NULL)!=merge)
continue;
+
if (pItem2)
{
if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
@@ -8196,6 +9622,7 @@ uint8 Player::_CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end,
{
dest.push_back(newPosition);
count -= need_space;
+
if (count==0)
return EQUIP_ERR_OK;
}
@@ -8206,11 +9633,13 @@ uint8 Player::_CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end,
uint32 need_space = pProto->GetMaxStackSize();
if (need_space > count)
need_space = count;
+
ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
+
if (count==0)
return EQUIP_ERR_OK;
}
@@ -8218,9 +9647,11 @@ uint8 Player::_CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end,
}
return EQUIP_ERR_OK;
}
+
uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
{
sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
+
ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
if (!pProto)
{
@@ -8228,12 +9659,14 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
*no_space_count = count;
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
}
+
if (pItem && pItem->IsBindedNotWith(this))
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
}
+
// check count of items (skip for auto move for same player from bank)
uint32 no_similar_count = 0; // can't store this amount similar items
uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
@@ -8247,6 +9680,7 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
}
count -= no_similar_count;
}
+
// in specific slot
if (bag != NULL_BAG && slot != NULL_SLOT)
{
@@ -8257,16 +9691,20 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
+
// not specific slot or have space for partly store only in specific slot
+
// in specific bag
if (bag != NULL_BAG)
{
@@ -8282,14 +9720,17 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
+
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
@@ -8297,10 +9738,12 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
@@ -8312,22 +9755,26 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
if (res!=EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
+
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
+
// search free slot in bag for place to
if(bag == INVENTORY_SLOT_BAG_0) // inventory
{
@@ -8342,14 +9789,17 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
+
res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
@@ -8357,10 +9807,12 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
@@ -8375,15 +9827,18 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
+
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
@@ -8391,10 +9846,12 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
@@ -8405,23 +9862,28 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
if (res!=EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
+
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
+
// not specific bag or have space for partly store only in specific bag
+
// search stack for merge to
if (pProto->Stackable != 1)
{
@@ -8432,14 +9894,17 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
+
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
@@ -8447,14 +9912,17 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
+
if (pProto->BagFamily)
{
for(uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
@@ -8462,31 +9930,37 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
continue;
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
+
for(uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
continue;
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
+
// search free slot - special bag case
if (pProto->BagFamily)
{
@@ -8500,10 +9974,12 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
@@ -8518,30 +9994,36 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
+
for(uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
continue;
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
+
// search free slot
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
@@ -8550,69 +10032,86 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
*no_space_count = count + no_similar_count;
return res;
}
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
+
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
continue;
+
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
+
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
+
if (no_space_count)
*no_space_count = count + no_similar_count;
+
return EQUIP_ERR_INVENTORY_FULL;
}
+
//////////////////////////////////////////////////////////////////////////
uint8 Player::CanStoreItems( Item **pItems,int count) const
{
Item *pItem2;
+
// fill space table
int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
+
memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
+
for(uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
{
pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+
if (pItem2 && !pItem2->IsInTrade())
{
inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
}
}
+
for(uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
{
pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+
if (pItem2 && !pItem2->IsInTrade())
{
inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
}
}
+
for(uint8 i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
{
pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+
if (pItem2 && !pItem2->IsInTrade())
{
inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
}
}
+
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
@@ -8627,30 +10126,39 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const
}
}
}
+
// check free space for all items
for (int k = 0; k < count; ++k)
{
Item *pItem = pItems[k];
+
// no item
if (!pItem) continue;
+
sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const *pProto = pItem->GetProto();
+
// strange item
if( !pProto )
return EQUIP_ERR_ITEM_NOT_FOUND;
+
// item it 'bind'
if(pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+
Bag *pBag;
ItemPrototype const *pBagProto;
+
// item is 'one item only'
uint8 res = CanTakeMoreSimilarItems(pItem);
if(res != EQUIP_ERR_OK)
return res;
+
// search stack for merge to
if( pProto->Stackable != 1 )
{
bool b_found = false;
+
for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
{
pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
@@ -8662,6 +10170,7 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const
}
}
if (b_found) continue;
+
for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
{
pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
@@ -8673,6 +10182,7 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const
}
}
if (b_found) continue;
+
for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
{
pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
@@ -8684,6 +10194,7 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const
}
}
if (b_found) continue;
+
for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
@@ -8703,6 +10214,7 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const
}
if (b_found) continue;
}
+
// special bag case
if( pProto->BagFamily )
{
@@ -8720,7 +10232,9 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const
}
}
}
+
if (b_found) continue;
+
if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
{
for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
@@ -8733,13 +10247,16 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const
}
}
}
+
if (b_found) continue;
+
for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
if( pBag )
{
pBagProto = pBag->GetProto();
+
// not plain container check
if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
ItemCanGoIntoBag(pProto,pBagProto) )
@@ -8758,6 +10275,7 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const
}
if (b_found) continue;
}
+
// search free slot
bool b_found = false;
for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
@@ -8770,6 +10288,7 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const
}
}
if (b_found) continue;
+
// search free slot in bags
for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
@@ -8777,9 +10296,11 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const
if( pBag )
{
pBagProto = pBag->GetProto();
+
// special bag already checked
if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
continue;
+
for(uint32 j = 0; j < pBag->GetBagSize(); j++)
{
if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
@@ -8791,12 +10312,15 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const
}
}
}
+
// no free slot found?
if (!b_found)
return EQUIP_ERR_INVENTORY_FULL;
}
+
return EQUIP_ERR_OK;
}
+
//////////////////////////////////////////////////////////////////////////
uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
{
@@ -8808,8 +10332,10 @@ uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap
delete pItem;
return result;
}
+
return EQUIP_ERR_ITEM_NOT_FOUND;
}
+
uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
{
dest = 0;
@@ -8821,10 +10347,12 @@ uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bo
{
if(pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+
// check count of items (skip for auto move for same player from bank)
uint8 res = CanTakeMoreSimilarItems(pItem);
if(res != EQUIP_ERR_OK)
return res;
+
// check this only in game
if(not_loading)
{
@@ -8832,6 +10360,7 @@ uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bo
// ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
if (hasUnitState(UNIT_STAT_STUNNED))
return EQUIP_ERR_YOU_ARE_STUNNED;
+
// do not allow equipping gear except weapons, offhands, projectiles, relics in
// - combat
// - in-progress arenas
@@ -8839,30 +10368,38 @@ uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bo
{
if( isInCombat() )
return EQUIP_ERR_NOT_IN_COMBAT;
+
if(BattleGround* bg = GetBattleGround())
if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
}
+
if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
+
if(IsNonMeleeSpellCasted(false))
return EQUIP_ERR_CANT_DO_RIGHT_NOW;
}
+
ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
// check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel())
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
+
uint8 eslot = FindEquipSlot( pProto, slot, swap );
if (eslot == NULL_SLOT)
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
+
uint8 msg = CanUseItem(pItem , not_loading);
if (msg != EQUIP_ERR_OK)
return msg;
if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
+
// if swap ignore item (equipped also)
if (uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
return res2;
+
// check unique-equipped special item classes
if (pProto->Class == ITEM_CLASS_QUIVER)
{
@@ -8883,7 +10420,9 @@ uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bo
}
}
}
+
uint32 type = pProto->InventoryType;
+
if (eslot == EQUIPMENT_SLOT_OFFHAND)
{
if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
@@ -8896,9 +10435,11 @@ uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bo
if (!CanDualWield() || !CanTitanGrip())
return EQUIP_ERR_CANT_DUAL_WIELD;
}
+
if (IsTwoHandUsed())
return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
}
+
// equip two-hand weapon case (with possible unequip 2 items)
if (type == INVTYPE_2HWEAPON)
{
@@ -8909,6 +10450,7 @@ uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bo
}
else if (eslot != EQUIPMENT_SLOT_MAINHAND)
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
+
if (!CanTitanGrip())
{
// offhand item must can be stored in inventory for offhand item and it also must be unequipped
@@ -8924,21 +10466,28 @@ uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bo
return EQUIP_ERR_OK;
}
}
+
return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
}
+
uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
{
// Applied only to equipped items and bank bags
if(!IsEquipmentPos(pos) && !IsBagPos(pos))
return EQUIP_ERR_OK;
+
Item* pItem = GetItemByPos(pos);
+
// Applied only to existed equipped item
if( !pItem )
return EQUIP_ERR_OK;
+
sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
+
ItemPrototype const *pProto = pItem->GetProto();
if( !pProto )
return EQUIP_ERR_ITEM_NOT_FOUND;
+
// do not allow unequipping gear except weapons, offhands, projectiles, relics in
// - combat
// - in-progress arenas
@@ -8946,29 +10495,38 @@ uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
{
if( isInCombat() )
return EQUIP_ERR_NOT_IN_COMBAT;
+
if(BattleGround* bg = GetBattleGround())
if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
}
+
if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
+
return EQUIP_ERR_OK;
}
+
uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
{
if (!pItem)
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
+
uint32 count = pItem->GetCount();
+
sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const *pProto = pItem->GetProto();
if (!pProto)
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
+
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+
// check count of items (skip for auto move for same player from bank)
uint8 res = CanTakeMoreSimilarItems(pItem);
if (res != EQUIP_ERR_OK)
return res;
+
// in specific slot
if (bag != NULL_BAG && slot != NULL_SLOT)
{
@@ -8976,18 +10534,24 @@ uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *p
{
if (!pItem->IsBag())
return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
+
if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
+
if (uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK)
return cantuse;
}
+
res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
if (res!=EQUIP_ERR_OK)
return res;
+
if (count==0)
return EQUIP_ERR_OK;
}
+
// not specific slot or have space for partly store only in specific slot
+
// in specific bag
if( bag != NULL_BAG )
{
@@ -8997,6 +10561,7 @@ uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *p
if( pBag && !pBag->IsEmpty() )
return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
}
+
// search stack in bag for merge to
if( pProto->Stackable != 1 )
{
@@ -9005,6 +10570,7 @@ uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *p
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
return res;
+
if(count==0)
return EQUIP_ERR_OK;
}
@@ -9013,18 +10579,22 @@ uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *p
res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
if(res!=EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
+
if(res!=EQUIP_ERR_OK)
return res;
+
if(count==0)
return EQUIP_ERR_OK;
}
}
+
// search free slot in bag
if( bag == INVENTORY_SLOT_BAG_0 )
{
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
return res;
+
if(count==0)
return EQUIP_ERR_OK;
}
@@ -9033,13 +10603,17 @@ uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *p
res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
if(res != EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
+
if(res != EQUIP_ERR_OK)
return res;
+
if(count == 0)
return EQUIP_ERR_OK;
}
}
+
// not specific bag or have space for partly store only in specific bag
+
// search stack for merge to
if( pProto->Stackable != 1 )
{
@@ -9047,8 +10621,10 @@ uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *p
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
if(res != EQUIP_ERR_OK)
return res;
+
if(count == 0)
return EQUIP_ERR_OK;
+
// in special bags
if( pProto->BagFamily )
{
@@ -9057,19 +10633,23 @@ uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *p
res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
continue;
+
if(count==0)
return EQUIP_ERR_OK;
}
}
+
for(uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
continue;
+
if(count==0)
return EQUIP_ERR_OK;
}
}
+
// search free place in special bag
if( pProto->BagFamily )
{
@@ -9078,68 +10658,87 @@ uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *p
res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
continue;
+
if(count==0)
return EQUIP_ERR_OK;
}
}
+
// search free space
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
return res;
+
if(count==0)
return EQUIP_ERR_OK;
+
for(uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
continue;
+
if(count==0)
return EQUIP_ERR_OK;
}
return EQUIP_ERR_BANK_FULL;
}
+
uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
{
if (pItem)
{
sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
+
if (!isAlive() && not_loading)
return EQUIP_ERR_YOU_ARE_DEAD;
+
//if (isStunned())
// return EQUIP_ERR_YOU_ARE_STUNNED;
+
ItemPrototype const *pProto = pItem->GetProto();
if (pProto)
{
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+
if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
+
if (pItem->GetSkill() != 0)
{
if (GetSkillValue( pItem->GetSkill() ) == 0)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
}
+
if (pProto->RequiredSkill != 0)
{
if (GetSkillValue( pProto->RequiredSkill ) == 0)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
+
if (GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank)
return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
}
+
if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
+
if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
+
if (getLevel() < pProto->RequiredLevel)
return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
+
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
+
bool Player::CanUseItem( ItemPrototype const *pProto )
{
// Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
+
if( pProto )
{
if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
@@ -9159,6 +10758,7 @@ bool Player::CanUseItem( ItemPrototype const *pProto )
}
return false;
}
+
uint8 Player::CanUseAmmo( uint32 item ) const
{
sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
@@ -9187,20 +10787,25 @@ uint8 Player::CanUseAmmo( uint32 item ) const
*/
if( getLevel() < pProto->RequiredLevel )
return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
+
// Requires No Ammo
if(HasAura(46699))
return EQUIP_ERR_BAG_FULL6;
+
return EQUIP_ERR_OK;
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
+
void Player::SetAmmo( uint32 item )
{
if(!item)
return;
+
// already set
if( GetUInt32Value(PLAYER_AMMO_ID) == item )
return;
+
// check ammo
if(item)
{
@@ -9211,22 +10816,29 @@ void Player::SetAmmo( uint32 item )
return;
}
}
+
SetUInt32Value(PLAYER_AMMO_ID, item);
+
_ApplyAmmoBonuses();
}
+
void Player::RemoveAmmo()
{
SetUInt32Value(PLAYER_AMMO_ID, 0);
+
m_ammoDPS = 0.0f;
+
if(CanModifyStats())
UpdateDamagePhysical(RANGED_ATTACK);
}
+
// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
{
uint32 count = 0;
for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
count += itr->count;
+
Item *pItem = Item::CreateItem( item, count, this );
if( pItem )
{
@@ -9237,64 +10849,81 @@ Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool updat
}
return pItem;
}
+
Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
{
if( !pItem )
return NULL;
+
Item* lastItem = pItem;
uint32 entry = pItem->GetEntry();
for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
{
uint16 pos = itr->pos;
uint32 count = itr->count;
+
++itr;
+
if(itr == dest.end())
{
lastItem = _StoreItem(pos,pItem,count,false,update);
break;
}
+
lastItem = _StoreItem(pos,pItem,count,true,update);
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
return lastItem;
}
+
// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
{
if( !pItem )
return NULL;
+
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
+
sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u, guid = %u", bag, slot, pItem->GetEntry(), count, pItem->GetGUIDLow());
+
Item *pItem2 = GetItemByPos( bag, slot );
+
if (!pItem2)
{
if (clone)
pItem = pItem->CloneItem(count, this);
else
pItem->SetCount(count);
+
if (!pItem)
return NULL;
+
if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
(pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
pItem->SetBinding( true );
+
if (bag == INVENTORY_SLOT_BAG_0)
{
m_items[slot] = pItem;
SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() );
pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
+
pItem->SetSlot( slot );
pItem->SetContainer( NULL );
+
// need update known currency
if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
UpdateKnownCurrencies(pItem->GetEntry(), true);
+
if (IsInWorld() && update)
{
pItem->AddToWorld();
pItem->SendUpdateToPlayer( this );
}
+
pItem->SetState(ITEM_CHANGED, this);
}
else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
@@ -9308,8 +10937,10 @@ Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, boo
pItem->SetState(ITEM_CHANGED, this);
pBag->SetState(ITEM_CHANGED, this);
}
+
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
+
return pItem;
}
else
@@ -9318,9 +10949,11 @@ Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, boo
pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
(pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
pItem2->SetBinding( true );
+
pItem2->SetCount( pItem2->GetCount() + count );
if (IsInWorld() && update)
pItem2->SendUpdateToPlayer( this );
+
if (!clone)
{
// delete item (it not in any slot currently)
@@ -9329,17 +10962,23 @@ Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, boo
pItem->RemoveFromWorld();
pItem->DestroyForPlayer( this );
}
+
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
+
pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
pItem->SetState(ITEM_REMOVED, this);
}
+
// AddItemDurations(pItem2); - pItem2 already have duration listed for player
AddEnchantmentDurations(pItem2);
+
pItem2->SetState(ITEM_CHANGED, this);
+
return pItem2;
}
}
+
Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
{
if (Item *pItem = Item::CreateItem( item, 1, this ))
@@ -9347,36 +10986,49 @@ Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
ItemAddedQuestCheck( item, 1 );
return EquipItem( pos, pItem, update );
}
+
return NULL;
}
+
Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
{
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
+
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
+
Item *pItem2 = GetItemByPos( bag, slot );
+
if( !pItem2 )
{
VisualizeItem( slot, pItem);
+
if(isAlive())
{
ItemPrototype const *pProto = pItem->GetProto();
+
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if(pProto && pProto->ItemSet)
AddItemsSetItem(this, pItem);
+
_ApplyItemMods(pItem, slot, true);
+
if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
{
uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
+
if (getClass() == CLASS_ROGUE)
cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
+
SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
+
if (!spellProto)
sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
else
{
m_weaponChangeTimer = spellProto->StartRecoveryTime;
+
WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
data << uint64(GetGUID());
data << uint8(1);
@@ -9386,17 +11038,23 @@ Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
}
}
}
+
if( IsInWorld() && update )
{
pItem->AddToWorld();
pItem->SendUpdateToPlayer( this );
}
+
ApplyEquipCooldown(pItem);
+
// update expertise and armor penetration - passive auras may need it
+
if( slot == EQUIPMENT_SLOT_MAINHAND )
UpdateExpertise(BASE_ATTACK);
+
else if( slot == EQUIPMENT_SLOT_OFFHAND )
UpdateExpertise(OFF_ATTACK);
+
switch(slot)
{
case EQUIPMENT_SLOT_MAINHAND:
@@ -9412,6 +11070,7 @@ Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
if( IsInWorld() && update )
pItem2->SendUpdateToPlayer( this );
+
// delete item (it not in any slot currently)
//pItem->DeleteFromDB();
if( IsInWorld() && update )
@@ -9419,34 +11078,45 @@ Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
pItem->RemoveFromWorld();
pItem->DestroyForPlayer( this );
}
+
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
+
pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
pItem->SetState(ITEM_REMOVED, this);
pItem2->SetState(ITEM_CHANGED, this);
+
ApplyEquipCooldown(pItem2);
+
return pItem2;
}
+
// only for full equip instead adding to stack
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
+
return pItem;
}
+
void Player::QuickEquipItem( uint16 pos, Item *pItem)
{
if( pItem )
{
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
+
uint8 slot = pos & 255;
VisualizeItem( slot, pItem);
+
if( IsInWorld() )
{
pItem->AddToWorld();
pItem->SendUpdateToPlayer( this );
}
+
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
}
}
+
void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
{
if(pItem)
@@ -9461,49 +11131,63 @@ void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0);
}
}
+
void Player::VisualizeItem( uint8 slot, Item *pItem)
{
if(!pItem)
return;
+
// check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
pItem->SetBinding( true );
+
sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
+
m_items[slot] = pItem;
SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() );
pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
pItem->SetSlot( slot );
pItem->SetContainer( NULL );
+
if( slot < EQUIPMENT_SLOT_END )
SetVisibleItemSlot(slot, pItem);
+
pItem->SetState(ITEM_CHANGED, this);
}
+
void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
{
// note: removeitem does not actually change the item
// it only takes the item out of storage temporarily
// note2: if removeitem is to be used for delinking
// the item must be removed from the player's updatequeue
+
Item *pItem = GetItemByPos( bag, slot );
if( pItem )
{
sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
+
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
+
if( bag == INVENTORY_SLOT_BAG_0 )
{
if ( slot < INVENTORY_SLOT_BAG_END )
{
ItemPrototype const *pProto = pItem->GetProto();
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
+
if(pProto && pProto->ItemSet)
RemoveItemsSetItem(this, pProto);
+
_ApplyItemMods(pItem, slot, false);
+
// remove item dependent auras and casts (only weapon and armor slots)
if(slot < EQUIPMENT_SLOT_END)
{
RemoveItemDependentAurasAndCasts(pItem);
+
// remove held enchantments, update expertise
if ( slot == EQUIPMENT_SLOT_MAINHAND )
{
@@ -9517,6 +11201,7 @@ void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
}
+
UpdateExpertise(BASE_ATTACK);
}
else if( slot == EQUIPMENT_SLOT_OFFHAND )
@@ -9536,8 +11221,10 @@ void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
// need update known currency
else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
UpdateKnownCurrencies(pItem->GetEntry(), false);
+
m_items[slot] = NULL;
SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
+
if ( slot < EQUIPMENT_SLOT_END )
SetVisibleItemSlot(slot, NULL);
}
@@ -9554,6 +11241,7 @@ void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
pItem->SendUpdateToPlayer( this );
}
}
+
// Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
{
@@ -9569,57 +11257,72 @@ void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
}
}
}
+
// Common operation need to add item from inventory without delete in trade, guild bank, mail....
void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
{
// update quest counters
ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
+
// store item
Item* pLastItem = StoreItem(dest, pItem, update);
+
// only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
if(pLastItem == pItem)
{
// update owner for last item (this can be original item with wrong owner
if(pLastItem->GetOwnerGUID() != GetGUID())
pLastItem->SetOwnerGUID(GetGUID());
+
// if this original item then it need create record in inventory
// in case trade we already have item in other player inventory
pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
}
}
+
void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
{
Item *pItem = GetItemByPos( bag, slot );
if( pItem )
{
sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
+
// start from destroy contained items (only equipped bag can have its)
if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
{
for (uint8 i = 0; i < MAX_BAG_SIZE; ++i)
DestroyItem(slot, i, update);
}
+
if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
+
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
+
ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
+
if( bag == INVENTORY_SLOT_BAG_0 )
{
SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
+
// equipment and equipped bags can have applied bonuses
if ( slot < INVENTORY_SLOT_BAG_END )
{
ItemPrototype const *pProto = pItem->GetProto();
+
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if(pProto && pProto->ItemSet)
RemoveItemsSetItem(this, pProto);
+
_ApplyItemMods(pItem, slot, false);
}
+
if ( slot < EQUIPMENT_SLOT_END )
{
// remove item dependent auras and casts (only weapon and armor slots)
RemoveItemDependentAurasAndCasts(pItem);
+
// update expertise and armor penetration - passive auras may need it
switch(slot)
{
@@ -9630,35 +11333,43 @@ void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
default:
break;
}
+
if( slot == EQUIPMENT_SLOT_MAINHAND )
UpdateExpertise(BASE_ATTACK);
+
else if( slot == EQUIPMENT_SLOT_OFFHAND )
UpdateExpertise(OFF_ATTACK);
+
// equipment visual show
SetVisibleItemSlot(slot, NULL);
}
// need update known currency
else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
UpdateKnownCurrencies(pItem->GetEntry(), false);
+
m_items[slot] = NULL;
}
else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
pBag->RemoveItem(slot, update);
+
if( IsInWorld() && update )
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer(this);
}
+
//pItem->SetOwnerGUID(0);
pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
pItem->SetSlot( NULL_SLOT );
pItem->SetState(ITEM_REMOVED, this);
}
}
+
void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
{
sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
uint32 remcount = 0;
+
// in inventory
for(uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
{
@@ -9671,6 +11382,7 @@ void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool uneq
// all items in inventory can unequipped
remcount += pItem->GetCount();
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+
if (remcount >= count)
return;
}
@@ -9686,6 +11398,7 @@ void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool uneq
}
}
}
+
for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
@@ -9697,6 +11410,7 @@ void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool uneq
// all keys can be unequipped
remcount += pItem->GetCount();
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+
if (remcount >= count)
return;
}
@@ -9712,6 +11426,7 @@ void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool uneq
}
}
}
+
// in inventory bags
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
@@ -9728,6 +11443,7 @@ void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool uneq
{
remcount += pItem->GetCount();
DestroyItem( i, j, update );
+
if (remcount >= count)
return;
}
@@ -9745,6 +11461,7 @@ void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool uneq
}
}
}
+
// in equipment and bag list
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
{
@@ -9758,6 +11475,7 @@ void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool uneq
{
remcount += pItem->GetCount();
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+
if (remcount >= count)
return;
}
@@ -9775,18 +11493,22 @@ void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool uneq
}
}
}
+
void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
{
sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
+
// in inventory
for(uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+
for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+
// in inventory bags
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
@@ -9794,22 +11516,26 @@ void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(i, j, update);
+
// in equipment and bag list
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
}
+
void Player::DestroyConjuredItems( bool update )
{
// used when entering arena
// destroys all conjured items
sLog.outDebug( "STORAGE: DestroyConjuredItems" );
+
// in inventory
for(uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
if (pItem->IsConjuredConsumable())
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+
// in inventory bags
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
@@ -9817,20 +11543,25 @@ void Player::DestroyConjuredItems( bool update )
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->IsConjuredConsumable())
DestroyItem( i, j, update);
+
// in equipment and bag list
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
if (pItem->IsConjuredConsumable())
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
}
+
void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
{
if(!pItem)
return;
+
sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
+
if( pItem->GetCount() <= count )
{
count -= pItem->GetCount();
+
DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
}
else
@@ -9843,36 +11574,43 @@ void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
pItem->SetState(ITEM_CHANGED, this);
}
}
+
void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
{
uint8 srcbag = src >> 8;
uint8 srcslot = src & 255;
+
uint8 dstbag = dst >> 8;
uint8 dstslot = dst & 255;
+
Item *pSrcItem = GetItemByPos( srcbag, srcslot );
if( !pSrcItem )
{
SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
return;
}
+
// not let split all items (can be only at cheating)
if(pSrcItem->GetCount() == count)
{
SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
return;
}
+
// not let split more existed items (can be only at cheating)
if(pSrcItem->GetCount() < count)
{
SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
return;
}
+
if(pSrcItem->m_lootGenerated) // prevent split looting item (item
{
//best error message found for attempting to split while looting
SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
return;
}
+
sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
Item *pNewItem = pSrcItem->CloneItem( count, this );
if( !pNewItem )
@@ -9880,10 +11618,12 @@ void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
return;
}
+
if( IsInventoryPos( dst ) )
{
// change item amount before check (for unique max count check)
pSrcItem->SetCount( pSrcItem->GetCount() - count );
+
ItemPosCountVec dest;
uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
if( msg != EQUIP_ERR_OK )
@@ -9893,6 +11633,7 @@ void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
SendEquipError( msg, pSrcItem, NULL );
return;
}
+
if( IsInWorld() )
pSrcItem->SendUpdateToPlayer( this );
pSrcItem->SetState(ITEM_CHANGED, this);
@@ -9902,6 +11643,7 @@ void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
{
// change item amount before check (for unique max count check)
pSrcItem->SetCount( pSrcItem->GetCount() - count );
+
ItemPosCountVec dest;
uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
if( msg != EQUIP_ERR_OK )
@@ -9911,6 +11653,7 @@ void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
SendEquipError( msg, pSrcItem, NULL );
return;
}
+
if( IsInWorld() )
pSrcItem->SendUpdateToPlayer( this );
pSrcItem->SetState(ITEM_CHANGED, this);
@@ -9920,6 +11663,7 @@ void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
{
// change item amount before check (for unique max count check), provide space for splitted items
pSrcItem->SetCount( pSrcItem->GetCount() - count );
+
uint16 dest;
uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
if( msg != EQUIP_ERR_OK )
@@ -9929,6 +11673,7 @@ void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
SendEquipError( msg, pSrcItem, NULL );
return;
}
+
if( IsInWorld() )
pSrcItem->SendUpdateToPlayer( this );
pSrcItem->SetState(ITEM_CHANGED, this);
@@ -9936,29 +11681,38 @@ void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
AutoUnequipOffhandIfNeed();
}
}
+
void Player::SwapItem( uint16 src, uint16 dst )
{
uint8 srcbag = src >> 8;
uint8 srcslot = src & 255;
+
uint8 dstbag = dst >> 8;
uint8 dstslot = dst & 255;
+
Item *pSrcItem = GetItemByPos( srcbag, srcslot );
Item *pDstItem = GetItemByPos( dstbag, dstslot );
+
if( !pSrcItem )
return;
+
sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
+
if(!isAlive() )
{
SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
return;
}
+
// SRC checks
+
if(pSrcItem->m_lootGenerated) // prevent swap looting item
{
//best error message found for attempting to swap while looting
SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
return;
}
+
// check unequip potability for equipped items and bank bags
if(IsEquipmentPos ( src ) || IsBagPos ( src ))
{
@@ -9970,13 +11724,16 @@ void Player::SwapItem( uint16 src, uint16 dst )
return;
}
}
+
// prevent put equipped/bank bag in self
if( IsBagPos ( src ) && srcslot == dstbag)
{
SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
return;
}
+
// DST checks
+
if (pDstItem)
{
if(pDstItem->m_lootGenerated) // prevent swap looting item
@@ -9985,6 +11742,7 @@ void Player::SwapItem( uint16 src, uint16 dst )
SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
return;
}
+
// check unequip potability for equipped items and bank bags
if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
{
@@ -9997,8 +11755,10 @@ void Player::SwapItem( uint16 src, uint16 dst )
}
}
}
+
// NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
// or swap empty bag with another empty or not empty bag (with items exchange)
+
// Move case
if( !pDstItem )
{
@@ -10011,6 +11771,7 @@ void Player::SwapItem( uint16 src, uint16 dst )
SendEquipError( msg, pSrcItem, NULL );
return;
}
+
RemoveItem(srcbag, srcslot, true);
StoreItem( dest, pSrcItem, true);
}
@@ -10023,6 +11784,7 @@ void Player::SwapItem( uint16 src, uint16 dst )
SendEquipError( msg, pSrcItem, NULL );
return;
}
+
RemoveItem(srcbag, srcslot, true);
BankItem( dest, pSrcItem, true);
}
@@ -10035,12 +11797,15 @@ void Player::SwapItem( uint16 src, uint16 dst )
SendEquipError( msg, pSrcItem, NULL );
return;
}
+
RemoveItem(srcbag, srcslot, true);
EquipItem(dest, pSrcItem, true);
AutoUnequipOffhandIfNeed();
}
+
return;
}
+
// attempt merge to / fill target item
if(!pSrcItem->IsBag() && !pDstItem->IsBag())
{
@@ -10055,12 +11820,14 @@ void Player::SwapItem( uint16 src, uint16 dst )
msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
else
return;
+
// can be merge/fill
if(msg == EQUIP_ERR_OK)
{
if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
{
RemoveItem(srcbag, srcslot, true);
+
if( IsInventoryPos( dst ) )
StoreItem( sDest, pSrcItem, true);
else if( IsBankPos ( dst ) )
@@ -10086,8 +11853,10 @@ void Player::SwapItem( uint16 src, uint16 dst )
return;
}
}
+
// impossible merge/fill, do real swap
uint8 msg;
+
// check src->dest move possibility
ItemPosCountVec sDest;
uint16 eDest = 0;
@@ -10101,11 +11870,13 @@ void Player::SwapItem( uint16 src, uint16 dst )
if( msg == EQUIP_ERR_OK )
msg = CanUnequipItem( eDest, true );
}
+
if( msg != EQUIP_ERR_OK )
{
SendEquipError( msg, pSrcItem, pDstItem );
return;
}
+
// check dest->src move possibility
ItemPosCountVec sDest2;
uint16 eDest2 = 0;
@@ -10119,11 +11890,13 @@ void Player::SwapItem( uint16 src, uint16 dst )
if( msg == EQUIP_ERR_OK )
msg = CanUnequipItem( eDest2, true);
}
+
if( msg != EQUIP_ERR_OK )
{
SendEquipError( msg, pDstItem, pSrcItem );
return;
}
+
// Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
if(pSrcItem->IsBag() && pDstItem->IsBag())
{
@@ -10139,16 +11912,20 @@ void Player::SwapItem( uint16 src, uint16 dst )
emptyBag = (Bag*)pDstItem;
fullBag = (Bag*)pSrcItem;
}
+
// bag swap (with items exchange) case
if(emptyBag && fullBag)
{
ItemPrototype const* emotyProto = emptyBag->GetProto();
+
uint32 count = 0;
+
for(uint32 i=0; i < fullBag->GetBagSize(); ++i)
{
Item *bagItem = fullBag->GetItemByPos(i);
if (!bagItem)
continue;
+
ItemPrototype const* bagItemProto = bagItem->GetProto();
if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emotyProto))
{
@@ -10156,15 +11933,18 @@ void Player::SwapItem( uint16 src, uint16 dst )
SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
return;
}
+
++count;
}
+
if (count > emptyBag->GetBagSize())
{
// too small targeted bag
SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem );
return;
}
+
// Items swap
count = 0; // will pos in new bag
for(uint32 i = 0; i< fullBag->GetBagSize(); ++i)
@@ -10172,16 +11952,20 @@ void Player::SwapItem( uint16 src, uint16 dst )
Item *bagItem = fullBag->GetItemByPos(i);
if (!bagItem)
continue;
+
fullBag->RemoveItem(i, true);
emptyBag->StoreItem(count, bagItem, true);
bagItem->SetState(ITEM_CHANGED, this);
+
++count;
}
}
}
+
// now do moves, remove...
RemoveItem(dstbag, dstslot, false);
RemoveItem(srcbag, srcslot, false);
+
// add to dest
if (IsInventoryPos(dst))
StoreItem(sDest, pSrcItem, true);
@@ -10189,6 +11973,7 @@ void Player::SwapItem( uint16 src, uint16 dst )
BankItem(sDest, pSrcItem, true);
else if (IsEquipmentPos(dst))
EquipItem(eDest, pSrcItem, true);
+
// add to src
if (IsInventoryPos(src))
StoreItem(sDest2, pDstItem, true);
@@ -10196,8 +11981,10 @@ void Player::SwapItem( uint16 src, uint16 dst )
BankItem(sDest2, pDstItem, true);
else if (IsEquipmentPos(src))
EquipItem(eDest2, pDstItem, true);
+
AutoUnequipOffhandIfNeed();
}
+
void Player::AddItemToBuyBackSlot( Item *pItem )
{
if (pItem)
@@ -10208,6 +11995,7 @@ void Player::AddItemToBuyBackSlot( Item *pItem )
{
uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
uint32 oldest_slot = BUYBACK_SLOT_START;
+
for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
{
// found empty
@@ -10216,33 +12004,41 @@ void Player::AddItemToBuyBackSlot( Item *pItem )
slot = i;
break;
}
+
uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
+
if (oldest_time > i_time)
{
oldest_time = i_time;
oldest_slot = i;
}
}
+
// find oldest
slot = oldest_slot;
}
+
RemoveItemFromBuyBackSlot( slot, true );
sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
+
m_items[slot] = pItem;
time_t base = time(NULL);
uint32 etime = uint32(base - m_logintime + (30 * 3600));
uint32 eslot = slot - BUYBACK_SLOT_START;
+
SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID() );
if (ItemPrototype const *pProto = pItem->GetProto())
SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
else
SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
+
// move to next (for non filled list is move most optimized choice)
if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1)
++m_currentBuybackSlot;
}
}
+
Item* Player::GetItemFromBuyBackSlot( uint32 slot )
{
sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
@@ -10250,6 +12046,7 @@ Item* Player::GetItemFromBuyBackSlot( uint32 slot )
return m_items[slot];
return NULL;
}
+
void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
{
sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
@@ -10261,37 +12058,46 @@ void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
pItem->RemoveFromWorld();
if(del) pItem->SetState(ITEM_REMOVED, this);
}
+
m_items[slot] = NULL;
+
uint32 eslot = slot - BUYBACK_SLOT_START;
SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0 );
SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
+
// if current backslot is filled set to now free slot
if(m_items[m_currentBuybackSlot])
m_currentBuybackSlot = slot;
}
}
+
void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
{
sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg);
WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18));
data << uint8(msg);
+
if (msg != EQUIP_ERR_OK)
{
data << uint64(pItem ? pItem->GetGUID() : 0);
data << uint64(pItem2 ? pItem2->GetGUID() : 0);
data << uint8(0); // not 0 there...
+
if (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
{
uint32 level = 0;
+
if (pItem)
if (ItemPrototype const* proto = pItem->GetProto())
level = proto->RequiredLevel;
+
data << uint32(level); // new 2.4.0
}
}
GetSession()->SendPacket(&data);
}
+
void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
{
sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
@@ -10303,6 +12109,7 @@ void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 p
data << uint8(msg);
GetSession()->SendPacket(&data);
}
+
void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
{
sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
@@ -10314,6 +12121,7 @@ void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32
data << uint8(msg);
GetSession()->SendPacket(&data);
}
+
void Player::ClearTrade()
{
tradeGold = 0;
@@ -10321,6 +12129,7 @@ void Player::ClearTrade()
for(uint8 i = 0; i < TRADE_SLOT_COUNT; i++)
tradeItems[i] = NULL_SLOT;
}
+
void Player::TradeCancel(bool sendback)
{
if (pTrader)
@@ -10333,6 +12142,7 @@ void Player::TradeCancel(bool sendback)
ws = pTrader->GetSession();
if (!ws->PlayerLogout())
ws->SendCancelTrade();
+
// cleanup
ClearTrade();
pTrader->ClearTrade();
@@ -10341,19 +12151,24 @@ void Player::TradeCancel(bool sendback)
pTrader = NULL;
}
}
+
void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
{
if (m_itemDuration.empty())
return;
+
sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time, realtimeonly);
+
for(ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); )
{
Item* item = *itr;
++itr; // current element can be erased in UpdateDuration
+
if ((realtimeonly && item->GetProto()->Duration < 0) || !realtimeonly)
item->UpdateDuration(this,time);
}
}
+
void Player::UpdateEnchantTime(uint32 time)
{
for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
@@ -10377,17 +12192,20 @@ void Player::UpdateEnchantTime(uint32 time)
}
}
}
+
void Player::AddEnchantmentDurations(Item *item)
{
for(int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x)
{
if (!item->GetEnchantmentId(EnchantmentSlot(x)))
continue;
+
uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
if (duration > 0)
AddEnchantmentDuration(item, EnchantmentSlot(x), duration);
}
}
+
void Player::RemoveEnchantmentDurations(Item *item)
{
for(EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
@@ -10402,6 +12220,7 @@ void Player::RemoveEnchantmentDurations(Item *item)
++itr;
}
}
+
void Player::RemoveArenaEnchantments(EnchantmentSlot slot)
{
// remove enchantments from equipped items first to clean up the m_enchantDuration list
@@ -10429,6 +12248,7 @@ void Player::RemoveArenaEnchantments(EnchantmentSlot slot)
else
++next;
}
+
// remove enchants from inventory items
// NOTE: no need to remove these from stats, since these aren't equipped
// in inventory
@@ -10436,6 +12256,7 @@ void Player::RemoveArenaEnchantments(EnchantmentSlot slot)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEnchantmentId(slot))
pItem->ClearEnchantment(slot);
+
// in inventory bags
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
@@ -10444,13 +12265,16 @@ void Player::RemoveArenaEnchantments(EnchantmentSlot slot)
if (pItem->GetEnchantmentId(slot))
pItem->ClearEnchantment(slot);
}
+
// duration == 0 will remove item enchant
void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
{
if (!item)
return;
+
if (slot >= MAX_ENCHANTMENT_SLOT)
return;
+
for(EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
{
if (itr->item == item && itr->slot == slot)
@@ -10466,27 +12290,35 @@ void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 durat
m_enchantDuration.push_back(EnchantDuration(item, slot, duration));
}
}
+
void Player::ApplyEnchantment(Item *item,bool apply)
{
for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
ApplyEnchantment(item, EnchantmentSlot(slot), apply);
}
+
void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition)
{
if (!item)
return;
+
if (!item->IsEquipped())
return;
+
if (slot >= MAX_ENCHANTMENT_SLOT)
return;
+
uint32 enchant_id = item->GetEnchantmentId(slot);
if (!enchant_id)
return;
+
SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!pEnchant)
return;
+
if (!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
return;
+
if (!item->IsBroken())
{
for (int s = 0; s < 3; ++s)
@@ -10494,6 +12326,7 @@ void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool
uint32 enchant_display_type = pEnchant->type[s];
uint32 enchant_amount = pEnchant->amount[s];
uint32 enchant_spell_id = pEnchant->spellid[s];
+
switch(enchant_display_type)
{
case ITEM_ENCHANTMENT_TYPE_NONE:
@@ -10558,6 +12391,7 @@ void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool
}
}
}
+
HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_STAT:
@@ -10577,6 +12411,7 @@ void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool
}
}
}
+
sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
switch (enchant_spell_id)
{
@@ -10783,12 +12618,15 @@ void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool
} /*switch(enchant_display_type)*/
} /*for*/
}
+
// visualize enchantment at player and equipped items
if(slot == PERM_ENCHANTMENT_SLOT)
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0);
+
if(slot == TEMP_ENCHANTMENT_SLOT)
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0);
+
if(apply_dur)
{
if(apply)
@@ -10805,6 +12643,7 @@ void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool
}
}
}
+
void Player::SendEnchantmentDurations()
{
for(EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
@@ -10812,6 +12651,7 @@ void Player::SendEnchantmentDurations()
GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000);
}
}
+
void Player::SendItemDurations()
{
for(ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
@@ -10819,10 +12659,12 @@ void Player::SendItemDurations()
(*itr)->SendTimeUpdate(this);
}
}
+
void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
{
if(!item) // prevent crash
return;
+
// last check 2.0.10
WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
data << uint64(GetGUID()); // player GUID
@@ -10837,19 +12679,23 @@ void Player::SendNewItem(Item *item, uint32 count, bool received, bool created,
data << uint32(item->GetItemRandomPropertyId()); // random item property id
data << uint32(count); // count of items
data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory
+
if (broadcast && GetGroup())
GetGroup()->BroadcastPacket(&data, true);
else
GetSession()->SendPacket(&data);
}
+
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
+
void Player::PrepareQuestMenu( uint64 guid )
{
Object *pObject;
QuestRelations* pObjectQR;
QuestRelations* pObjectQIR;
+
// pets also can have quests
Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
if( pCreature )
@@ -10874,8 +12720,10 @@ void Player::PrepareQuestMenu( uint64 guid )
else
return;
}
+
QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
qm.ClearMenu();
+
for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
{
uint32 quest_id = i->second;
@@ -10887,31 +12735,39 @@ void Player::PrepareQuestMenu( uint64 guid )
//else if (status == QUEST_STATUS_AVAILABLE )
// qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
}
+
for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
{
uint32 quest_id = i->second;
Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
if(!pQuest) continue;
+
QuestStatus status = GetQuestStatus( quest_id );
+
if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
}
}
+
void Player::SendPreparedQuest(uint64 guid)
{
QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
if (questMenu.Empty())
return;
+
QuestMenuItem const& qmi0 = questMenu.GetItem(0);
+
uint32 status = qmi0.m_qIcon;
+
// single element case
if (questMenu.MenuItemCount() == 1)
{
// Auto open -- maybe also should verify there is no greeting
uint32 quest_id = qmi0.m_qId;
Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
+
if (pQuest)
{
if (status == DIALOG_STATUS_UNK2 && !GetQuestRewardStatus(quest_id))
@@ -10933,6 +12789,7 @@ void Player::SendPreparedQuest(uint64 guid)
qe._Delay = 0;
qe._Emote = 0;
std::string title = "";
+
// need pet case for some quests
Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
if (pCreature)
@@ -10948,9 +12805,11 @@ void Player::SendPreparedQuest(uint64 guid)
else
{
qe = gossiptext->Options[0].Emotes[0];
+
if(!gossiptext->Options[0].Text_0.empty())
{
title = gossiptext->Options[0].Text_0;
+
int loc_idx = GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
@@ -10965,6 +12824,7 @@ void Player::SendPreparedQuest(uint64 guid)
else
{
title = gossiptext->Options[0].Text_1;
+
int loc_idx = GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
@@ -10981,16 +12841,20 @@ void Player::SendPreparedQuest(uint64 guid)
PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid);
}
}
+
bool Player::IsActiveQuest( uint32 quest_id ) const
{
QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
+
return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
}
+
Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
{
Object *pObject;
QuestRelations* pObjectQR;
QuestRelations* pObjectQIR;
+
Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
if( pCreature )
{
@@ -11014,14 +12878,17 @@ Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
else
return NULL;
}
+
uint32 nextQuestID = pQuest->GetNextQuestInChain();
for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
{
if (itr->second == nextQuestID)
return objmgr.GetQuestTemplate(nextQuestID);
}
+
return NULL;
}
+
bool Player::CanSeeStartQuest( Quest const *pQuest )
{
if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
@@ -11031,8 +12898,10 @@ bool Player::CanSeeStartQuest( Quest const *pQuest )
{
return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
}
+
return false;
}
+
bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
{
return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
@@ -11042,16 +12911,19 @@ bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
&& SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
&& SatisfyQuestDay( pQuest, msg );
}
+
bool Player::CanAddQuest( Quest const *pQuest, bool msg )
{
if( !SatisfyQuestLog( msg ) )
return false;
+
uint32 srcitem = pQuest->GetSrcItemId();
if( srcitem > 0 )
{
uint32 count = pQuest->GetSrcItemCount();
ItemPosCountVec dest;
uint8 msg2 = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
+
// player already have max number (in most case 1) source item, no additional item needed and quest can be added.
if( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
return true;
@@ -11063,6 +12935,7 @@ bool Player::CanAddQuest( Quest const *pQuest, bool msg )
}
return true;
}
+
bool Player::CanCompleteQuest( uint32 quest_id )
{
if( quest_id )
@@ -11070,14 +12943,19 @@ bool Player::CanCompleteQuest( uint32 quest_id )
QuestStatusData& q_status = mQuestStatus[quest_id];
if( q_status.m_status == QUEST_STATUS_COMPLETE )
return false; // not allow re-complete quest
+
Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
+
if(!qInfo)
return false;
+
// auto complete quest
if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
return true;
+
if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
{
+
if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
{
for(uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
@@ -11086,33 +12964,41 @@ bool Player::CanCompleteQuest( uint32 quest_id )
return false;
}
}
+
if ( qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO) )
{
for(uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
{
if( qInfo->ReqCreatureOrGOId[i] == 0 )
continue;
+
if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
return false;
}
}
+
if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
return false;
+
if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) && q_status.m_timer == 0 )
return false;
+
if ( qInfo->GetRewOrReqMoney() < 0 )
{
if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
return false;
}
+
uint32 repFacId = qInfo->GetRepObjectiveFaction();
if ( repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
return false;
+
return true;
}
}
return false;
}
+
bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
{
// Solve problem that player don't have the quest and try complete it.
@@ -11120,25 +13006,32 @@ bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
// Seem that all repeatable quest are DELIVER Flag so, no need to add more.
if( !CanTakeQuest(pQuest, false) )
return false;
+
if (pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER) )
for(uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
return false;
+
if( !CanRewardQuest(pQuest, false) )
return false;
+
return true;
}
+
bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
{
// not auto complete quest and not completed quest (only cheating case, then ignore without message)
if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
return false;
+
// daily quest can't be rewarded (25 daily quest already completed)
if(!SatisfyQuestDay(pQuest,true))
return false;
+
// rewarded and not repeatable quest (only cheating case, then ignore without message)
if(GetQuestRewardStatus(pQuest->GetQuestId()))
return false;
+
// prevent receive reward with quest items in bank
if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
{
@@ -11153,16 +13046,20 @@ bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
}
}
}
+
// prevent receive reward with low money and GetRewOrReqMoney() < 0
if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
return false;
+
return true;
}
+
bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
{
// prevent receive reward with quest items in bank or for not completed quest
if(!CanRewardQuest(pQuest,msg))
return false;
+
if ( pQuest->GetRewChoiceItemsCount() > 0 )
{
if( pQuest->RewChoiceItemId[reward] )
@@ -11176,6 +13073,7 @@ bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
}
}
}
+
if ( pQuest->GetRewItemsCount() > 0 )
{
for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
@@ -11192,73 +13090,94 @@ bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
}
}
}
+
return true;
}
+
void Player::AddQuest( Quest const *pQuest, Object *questGiver )
{
uint16 log_slot = FindQuestSlot( 0 );
assert(log_slot < MAX_QUEST_LOG_SIZE);
+
uint32 quest_id = pQuest->GetQuestId();
+
// if not exist then created with set uState==NEW and rewarded=false
QuestStatusData& questStatusData = mQuestStatus[quest_id];
+
// check for repeatable quests status reset
questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
questStatusData.m_explored = false;
+
if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
{
for(uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
questStatusData.m_itemcount[i] = 0;
}
+
if ( pQuest->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO) )
{
for(uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
questStatusData.m_creatureOrGOcount[i] = 0;
}
+
GiveQuestSourceItem( pQuest );
AdjustQuestReqItemCount( pQuest, questStatusData );
+
if( pQuest->GetRepObjectiveFaction() )
if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
GetReputationMgr().SetVisible(factionEntry);
+
uint32 qtime = 0;
if( pQuest->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) )
{
uint32 limittime = pQuest->GetLimitTime();
+
// shared timed quest
if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS;
+
AddTimedQuest( quest_id );
questStatusData.m_timer = limittime * IN_MILISECONDS;
qtime = static_cast<uint32>(time(NULL)) + limittime;
}
else
questStatusData.m_timer = 0;
+
SetQuestSlot(log_slot, quest_id, qtime);
+
if (questStatusData.uState != QUEST_NEW)
questStatusData.uState = QUEST_CHANGED;
+
//starting initial quest script
if(questGiver && pQuest->GetQuestStartScript()!=0)
GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
+
// Some spells applied at quest activation
SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true);
if(saBounds.first != saBounds.second)
{
uint32 zone, area;
GetZoneAndAreaId(zone,area);
+
for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
if( !HasAura(itr->second->spellId) )
CastSpell(this,itr->second->spellId,true);
}
+
UpdateForQuestWorldObjects();
}
+
void Player::CompleteQuest( uint32 quest_id )
{
if( quest_id )
{
SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
+
uint16 log_slot = FindQuestSlot( quest_id );
if( log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
+
if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
{
if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
@@ -11268,28 +13187,35 @@ void Player::CompleteQuest( uint32 quest_id )
}
}
}
+
void Player::IncompleteQuest( uint32 quest_id )
{
if( quest_id )
{
SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
+
uint16 log_slot = FindQuestSlot( quest_id );
if( log_slot < MAX_QUEST_LOG_SIZE)
RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
}
}
+
void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
{
//this THING should be here to protect code from quest, which cast on player far teleport as a reward
//should work fine, cause far teleport will be executed in Player::Update()
SetCanDelayTeleport(true);
+
uint32 quest_id = pQuest->GetQuestId();
+
for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++ )
{
if (pQuest->ReqItemId[i])
DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
}
+
TakeQuestSourceItem(quest_id, true); // take quest src item from player on completing quest
+
for(uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
{
if (pQuest->ReqSourceId[i])
@@ -11298,7 +13224,9 @@ void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver
DestroyItemCount(pQuest->ReqSourceId[i], count ? count : 9999, true);
}
}
+
RemoveTimedQuest(quest_id);
+
if (pQuest->GetRewChoiceItemsCount() > 0)
{
if (uint32 itemId = pQuest->RewChoiceItemId[reward])
@@ -11311,6 +13239,7 @@ void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver
}
}
}
+
if (pQuest->GetRewItemsCount() > 0)
{
for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
@@ -11326,17 +13255,23 @@ void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver
}
}
}
+
RewardReputation( pQuest );
+
uint16 log_slot = FindQuestSlot( quest_id );
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlot(log_slot,0);
+
QuestStatusData& q_status = mQuestStatus[quest_id];
+
// Not give XP in case already completed once repeatable quest
uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
+
// handle SPELL_AURA_MOD_XP_QUEST_PCT auras
Unit::AuraEffectList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_QUEST_PCT);
for(Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
XP = uint32(XP*(1.0f + (*i)->GetAmount() / 100.0f));
+
if (getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
GiveXP( XP , NULL );
else
@@ -11345,27 +13280,33 @@ void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver
ModifyMoney( money );
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
}
+
// Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
if (pQuest->GetRewOrReqMoney())
{
ModifyMoney( pQuest->GetRewOrReqMoney() );
+
if (pQuest->GetRewOrReqMoney() > 0)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
}
+
// honor reward
if (pQuest->GetRewHonorableKills())
RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
+
// title reward
if (pQuest->GetCharTitleId())
{
if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
SetTitle(titleEntry);
}
+
if (pQuest->GetBonusTalents())
{
m_questRewardTalentCount+=pQuest->GetBonusTalents();
InitTalentForLevel();
}
+
// Send reward mail
if (pQuest->GetRewMailTemplateId())
{
@@ -11394,10 +13335,14 @@ void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver
senderGuidOrEntry = GetGUIDLow();
break;
}
+
Loot questMailLoot;
+
questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this,true);
+
// fill mail
MailItemsInfo mi; // item list preparing
+
uint32 max_slot = questMailLoot.GetMaxSlotInLootFor(this);
for(uint32 i = 0; mi.size() < MAX_MAIL_ITEMS && i < max_slot; ++i)
{
@@ -11410,87 +13355,110 @@ void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver
}
}
}
+
WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
}
+
if (pQuest->IsDaily())
{
SetDailyQuestStatus(quest_id);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
}
+
if (!pQuest->IsRepeatable())
SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
else
SetQuestStatus(quest_id, QUEST_STATUS_NONE);
+
q_status.m_rewarded = true;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
+
if (announce)
SendQuestReward( pQuest, XP, questGiver );
+
// cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
if (pQuest->GetRewSpellCast() > 0)
CastSpell( this, pQuest->GetRewSpellCast(), true);
else if ( pQuest->GetRewSpell() > 0)
CastSpell( this, pQuest->GetRewSpell(), true);
+
if (pQuest->GetZoneOrSort() > 0)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId());
+
uint32 zone = 0;
uint32 area = 0;
+
// remove auras from spells with quest reward state limitations
SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id);
if(saEndBounds.first != saEndBounds.second)
{
GetZoneAndAreaId(zone,area);
+
for(SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr)
if(!itr->second->IsFitToRequirements(this,zone,area))
RemoveAurasDueToSpell(itr->second->spellId);
}
+
// Some spells applied at quest reward
SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false);
if(saBounds.first != saBounds.second)
{
if(!zone || !area)
GetZoneAndAreaId(zone,area);
+
for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
if( !HasAura(itr->second->spellId) )
CastSpell(this,itr->second->spellId,true);
}
+
//lets remove flag for delayed teleports
SetCanDelayTeleport(false);
}
+
void Player::FailQuest(uint32 questId)
{
if (Quest const* pQuest = objmgr.GetQuestTemplate(questId))
{
SetQuestStatus(questId, QUEST_STATUS_FAILED);
+
uint16 log_slot = FindQuestSlot(questId);
+
if (log_slot < MAX_QUEST_LOG_SIZE)
{
SetQuestSlotTimer(log_slot, 1);
SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
}
+
if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
{
QuestStatusData& q_status = mQuestStatus[questId];
+
RemoveTimedQuest(questId);
q_status.m_timer = 0;
+
SendQuestTimerFailed(questId);
}
else
SendQuestFailed(questId);
}
}
+
bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
{
int32 zoneOrSort = qInfo->GetZoneOrSort();
int32 skillOrClass = qInfo->GetSkillOrClass();
+
// skip zone zoneOrSort and 0 case skillOrClass
if( zoneOrSort >= 0 && skillOrClass == 0 )
return true;
+
int32 questSort = -zoneOrSort;
uint8 reqSortClass = ClassByQuestSort(questSort);
+
// check class sort cases in zoneOrSort
if( reqSortClass != 0 && getClass() != reqSortClass)
{
@@ -11498,6 +13466,7 @@ bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
return false;
}
+
// check class
if( skillOrClass < 0 )
{
@@ -11520,8 +13489,10 @@ bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
return false;
}
}
+
return true;
}
+
bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
{
if( getLevel() < qInfo->GetMinLevel() )
@@ -11532,11 +13503,13 @@ bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
}
return true;
}
+
bool Player::SatisfyQuestLog( bool msg )
{
// exist free slot
if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
return true;
+
if( msg )
{
WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
@@ -11545,16 +13518,20 @@ bool Player::SatisfyQuestLog( bool msg )
}
return false;
}
+
bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
{
// No previous quest (might be first quest in a series)
if( qInfo->prevQuests.empty())
return true;
+
for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
{
uint32 prevId = abs(*iter);
+
QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
+
if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
{
// If any of the positive previous quests completed, return true
@@ -11563,18 +13540,24 @@ bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
// skip one-from-all exclusive group
if(qPrevInfo->GetExclusiveGroup() >= 0)
return true;
+
// each-from-all exclusive group ( < 0)
// can be start if only all quests in prev quest exclusive group completed and rewarded
ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
+
assert(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
+
for(; iter2 != end; ++iter2)
{
uint32 exclude_Id = iter2->second;
+
// skip checked quest id, only state of other quests in group is interesting
if(exclude_Id == prevId)
continue;
+
QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
+
// alternative quest from group also must be completed and rewarded(reported)
if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
{
@@ -11592,18 +13575,24 @@ bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
// skip one-from-all exclusive group
if(qPrevInfo->GetExclusiveGroup() >= 0)
return true;
+
// each-from-all exclusive group ( < 0)
// can be start if only all quests in prev quest exclusive group active
ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
+
assert(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
+
for(; iter2 != end; ++iter2)
{
uint32 exclude_Id = iter2->second;
+
// skip checked quest id, only state of other quests in group is interesting
if(exclude_Id == prevId)
continue;
+
QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
+
// alternative quest from group also must be active
if( i_exstatus == mQuestStatus.end() ||
i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
@@ -11618,12 +13607,15 @@ bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
}
}
}
+
// Has only positive prev. quests in non-rewarded state
// and negative prev. quests in non-active state
if( msg )
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
+
return false;
}
+
bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
{
uint32 reqraces = qInfo->GetRequiredRaces();
@@ -11637,6 +13629,7 @@ bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
}
return true;
}
+
bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
{
uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
@@ -11646,6 +13639,7 @@ bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
return false;
}
+
uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
if(fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
{
@@ -11653,8 +13647,10 @@ bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
return false;
}
+
return true;
}
+
bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
{
QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
@@ -11666,6 +13662,7 @@ bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
}
return true;
}
+
bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg)
{
if (m_timedquests.empty() && qInfo->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
@@ -11676,20 +13673,26 @@ bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg)
}
return true;
}
+
bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
{
// non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
if(qInfo->GetExclusiveGroup() <= 0)
return true;
+
ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
+
assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
+
for(; iter != end; ++iter)
{
uint32 exclude_Id = iter->second;
+
// skip checked quest id, only state of other quests in group is interesting
if(exclude_Id == qInfo->GetQuestId())
continue;
+
// not allow have daily quest if daily quest from exclusive group already recently completed
Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
if( !SatisfyQuestDay(Nquest, false) )
@@ -11698,7 +13701,9 @@ bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
return false;
}
+
QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
+
// alternative quest already started or completed
if( i_exstatus != mQuestStatus.end()
&& (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
@@ -11710,10 +13715,12 @@ bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
}
return true;
}
+
bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
{
if(!qInfo->GetNextQuestInChain())
return true;
+
// next quest in chain already started or completed
QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
if( itr != mQuestStatus.end()
@@ -11723,20 +13730,25 @@ bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
return false;
}
+
// check for all quests further up the chain
// only necessary if there are quest chains with more than one quest that can be skipped
//return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
return true;
}
+
bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
{
// No previous quest in chain
if( qInfo->prevChainQuests.empty())
return true;
+
for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
{
uint32 prevId = *iter;
+
QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
+
if( i_prevstatus != mQuestStatus.end() )
{
// If any of the previous quests in chain active, return false
@@ -11748,35 +13760,43 @@ bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
return false;
}
}
+
// check for all quests further down the chain
// only necessary if there are quest chains with more than one quest that can be skipped
//if( !SatisfyQuestPrevChain( prevId, msg ) )
// return false;
}
+
// No previous quest in chain active
return true;
}
+
bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
{
if(!qInfo->IsDaily())
return true;
+
bool have_slot = false;
for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
{
uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
if(qInfo->GetQuestId()==id)
return false;
+
if(!id)
have_slot = true;
}
+
if(!have_slot)
{
if( msg )
SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
return false;
}
+
return true;
}
+
bool Player::GiveQuestSourceItem( Quest const *pQuest )
{
uint32 srcitem = pQuest->GetSrcItemId();
@@ -11785,6 +13805,7 @@ bool Player::GiveQuestSourceItem( Quest const *pQuest )
uint32 count = pQuest->GetSrcItemCount();
if( count <= 0 )
count = 1;
+
ItemPosCountVec dest;
uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
if( msg == EQUIP_ERR_OK )
@@ -11800,8 +13821,10 @@ bool Player::GiveQuestSourceItem( Quest const *pQuest )
SendEquipError( msg, NULL, NULL );
return false;
}
+
return true;
}
+
bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
{
Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
@@ -11813,6 +13836,7 @@ bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
uint32 count = qInfo->GetSrcItemCount();
if( count <= 0 )
count = 1;
+
// exist one case when destroy source quest item not possible:
// non un-equippable item (equipped non-empty bag, for example)
uint8 res = CanUnequipItems(srcitem,count);
@@ -11822,11 +13846,13 @@ bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
SendEquipError( res, NULL, NULL );
return false;
}
+
DestroyItemCount(srcitem, count, true, true);
}
}
return true;
}
+
bool Player::GetQuestRewardStatus( uint32 quest_id ) const
{
Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
@@ -11837,10 +13863,12 @@ bool Player::GetQuestRewardStatus( uint32 quest_id ) const
if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
&& !qInfo->IsRepeatable() )
return itr->second.m_rewarded;
+
return false;
}
return false;
}
+
QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
{
if( quest_id )
@@ -11851,6 +13879,7 @@ QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
}
return QUEST_STATUS_NONE;
}
+
bool Player::CanShareQuest(uint32 quest_id) const
{
Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
@@ -11862,28 +13891,36 @@ bool Player::CanShareQuest(uint32 quest_id) const
}
return false;
}
+
void Player::SetQuestStatus(uint32 quest_id, QuestStatus status)
{
if (Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
{
QuestStatusData& q_status = mQuestStatus[quest_id];
+
q_status.m_status = status;
+
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
}
+
UpdateForQuestWorldObjects();
}
+
// not used in TrinIty, but used in scripting code
uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
{
Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
if( !qInfo )
return 0;
+
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
if ( qInfo->ReqCreatureOrGOId[j] == entry )
return mQuestStatus[quest_id].m_creatureOrGOcount[j];
+
return 0;
}
+
void Player::AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData )
{
if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
@@ -11894,19 +13931,23 @@ void Player::AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& ques
if( reqitemcount != 0 )
{
uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
+
questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
if (questStatusData.uState != QUEST_NEW) questStatusData.uState = QUEST_CHANGED;
}
}
}
}
+
uint16 Player::FindQuestSlot( uint32 quest_id ) const
{
for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
if ( GetQuestSlotQuestId(i) == quest_id )
return i;
+
return MAX_QUEST_LOG_SIZE;
}
+
void Player::AreaExploredOrEventHappens( uint32 questId )
{
if( questId )
@@ -11915,6 +13956,7 @@ void Player::AreaExploredOrEventHappens( uint32 questId )
if( log_slot < MAX_QUEST_LOG_SIZE)
{
QuestStatusData& q_status = mQuestStatus[questId];
+
if(!q_status.m_explored)
{
q_status.m_explored = true;
@@ -11926,6 +13968,7 @@ void Player::AreaExploredOrEventHappens( uint32 questId )
CompleteQuest( questId );
}
}
+
//not used in Trinityd, function for external script library
void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
{
@@ -11934,6 +13977,7 @@ void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *pGroupGuy = itr->getSource();
+
// for any leave or dead (with not released body) group member at appropriate distance
if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
pGroupGuy->AreaExploredOrEventHappens(questId);
@@ -11942,6 +13986,7 @@ void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject
else
AreaExploredOrEventHappens(questId);
}
+
void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
{
for( uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
@@ -11949,12 +13994,16 @@ void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
uint32 questid = GetQuestSlotQuestId(i);
if ( questid == 0 )
continue;
+
QuestStatusData& q_status = mQuestStatus[questid];
+
if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
continue;
+
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if( !qInfo || !qInfo->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
continue;
+
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
{
uint32 reqitem = qInfo->ReqItemId[j];
@@ -11967,6 +14016,7 @@ void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
q_status.m_itemcount[j] += additemcount;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
+
SendQuestUpdateAddItem( qInfo, j, additemcount );
}
if ( CanCompleteQuest( questid ) )
@@ -11977,6 +14027,7 @@ void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
}
UpdateForQuestWorldObjects();
}
+
void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
{
for( uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
@@ -11989,12 +14040,14 @@ void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
continue;
if( !qInfo->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
continue;
+
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
{
uint32 reqitem = qInfo->ReqItemId[j];
if ( reqitem == entry )
{
QuestStatusData& q_status = mQuestStatus[questid];
+
uint32 reqitemcount = qInfo->ReqItemCount[j];
uint32 curitemcount;
if( q_status.m_status != QUEST_STATUS_COMPLETE )
@@ -12006,6 +14059,7 @@ void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
q_status.m_itemcount[j] = curitemcount - remitemcount;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
+
IncompleteQuest( questid );
}
return;
@@ -12014,14 +14068,17 @@ void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
}
UpdateForQuestWorldObjects();
}
+
void Player::KilledMonster( CreatureInfo const* cInfo, uint64 guid )
{
if(cInfo->Entry)
KilledMonsterCredit(cInfo->Entry,guid);
+
for(int i = 0; i < MAX_KILL_CREDIT; ++i)
if(cInfo->KillCredit[i])
KilledMonsterCredit(cInfo->KillCredit[i],guid);
}
+
void Player::KilledMonsterCredit( uint32 entry, uint64 guid )
{
uint32 addkillcount = 1;
@@ -12031,6 +14088,7 @@ void Player::KilledMonsterCredit( uint32 entry, uint64 guid )
uint32 questid = GetQuestSlotQuestId(i);
if(!questid)
continue;
+
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if( !qInfo )
continue;
@@ -12045,10 +14103,13 @@ void Player::KilledMonsterCredit( uint32 entry, uint64 guid )
// skip GO activate objective or none
if(qInfo->ReqCreatureOrGOId[j] <=0)
continue;
+
// skip Cast at creature objective
if(qInfo->ReqSpell[j] !=0 )
continue;
+
uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
+
if ( reqkill == entry )
{
uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
@@ -12057,10 +14118,12 @@ void Player::KilledMonsterCredit( uint32 entry, uint64 guid )
{
q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
+
SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
}
if ( CanCompleteQuest( questid ) )
CompleteQuest( questid );
+
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
continue;
}
@@ -12069,19 +14132,24 @@ void Player::KilledMonsterCredit( uint32 entry, uint64 guid )
}
}
}
+
void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
{
bool isCreature = IS_CRE_OR_VEH_GUID(guid);
+
uint32 addCastCount = 1;
for( uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if(!questid)
continue;
+
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if ( !qInfo )
continue;
+
QuestStatusData& q_status = mQuestStatus[questid];
+
if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
{
if( qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST ) )
@@ -12091,7 +14159,9 @@ void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
// skip kill creature objective (0) or wrong spell casts
if(qInfo->ReqSpell[j] != spell_id )
continue;
+
uint32 reqTarget = 0;
+
if(isCreature)
{
// creature activate objectives
@@ -12106,19 +14176,24 @@ void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
// checked at quest_template loading
reqTarget = - qInfo->ReqCreatureOrGOId[j];
}
+
// other not this creature/GO related objectives
if( reqTarget != entry )
continue;
+
uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
uint32 curCastCount = q_status.m_creatureOrGOcount[j];
if ( curCastCount < reqCastCount )
{
q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
+
SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
}
+
if ( CanCompleteQuest( questid ) )
CompleteQuest( questid );
+
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
break;
}
@@ -12126,6 +14201,7 @@ void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
}
}
}
+
void Player::TalkedToCreature( uint32 entry, uint64 guid )
{
uint32 addTalkCount = 1;
@@ -12134,10 +14210,13 @@ void Player::TalkedToCreature( uint32 entry, uint64 guid )
uint32 questid = GetQuestSlotQuestId(i);
if(!questid)
continue;
+
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if ( !qInfo )
continue;
+
QuestStatusData& q_status = mQuestStatus[questid];
+
if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
{
if( qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO ) )
@@ -12147,12 +14226,15 @@ void Player::TalkedToCreature( uint32 entry, uint64 guid )
// skip spell casts and Gameobject objectives
if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
continue;
+
uint32 reqTarget = 0;
+
if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
// checked at quest_template loading
reqTarget = qInfo->ReqCreatureOrGOId[j];
else
continue;
+
if ( reqTarget == entry )
{
uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
@@ -12161,10 +14243,12 @@ void Player::TalkedToCreature( uint32 entry, uint64 guid )
{
q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
+
SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
}
if ( CanCompleteQuest( questid ) )
CompleteQuest( questid );
+
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
continue;
}
@@ -12173,6 +14257,7 @@ void Player::TalkedToCreature( uint32 entry, uint64 guid )
}
}
}
+
void Player::MoneyChanged( uint32 count )
{
for( uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
@@ -12180,10 +14265,12 @@ void Player::MoneyChanged( uint32 count )
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
+
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
{
QuestStatusData& q_status = mQuestStatus[questid];
+
if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
{
if(int32(count) >= -qInfo->GetRewOrReqMoney())
@@ -12200,6 +14287,7 @@ void Player::MoneyChanged( uint32 count )
}
}
}
+
void Player::ReputationChanged(FactionEntry const* factionEntry )
{
for( uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
@@ -12227,6 +14315,7 @@ void Player::ReputationChanged(FactionEntry const* factionEntry )
}
}
}
+
bool Player::HasQuestForItem( uint32 itemid ) const
{
for( uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
@@ -12234,19 +14323,24 @@ bool Player::HasQuestForItem( uint32 itemid ) const
uint32 questid = GetQuestSlotQuestId(i);
if ( questid == 0 )
continue;
+
QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
if(qs_itr == mQuestStatus.end())
continue;
+
QuestStatusData const& q_status = qs_itr->second;
+
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qinfo = objmgr.GetQuestTemplate(questid);
if(!qinfo)
continue;
+
// hide quest if player is in raid-group and quest is no raid quest
if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
if(!InBattleGround()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
continue;
+
// There should be no mixed ReqItem/ReqSource drop
// This part for ReqItem drop
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
@@ -12261,9 +14355,11 @@ bool Player::HasQuestForItem( uint32 itemid ) const
if (qinfo->ReqSourceId[j] == itemid)
{
ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
+
// 'unique' item
if (pProto->MaxCount && GetItemCount(itemid,true) < pProto->MaxCount)
return true;
+
// allows custom amount drop when not 0
if (qinfo->ReqSourceCount[j])
{
@@ -12277,6 +14373,7 @@ bool Player::HasQuestForItem( uint32 itemid ) const
}
return false;
}
+
void Player::SendQuestComplete( uint32 quest_id )
{
if( quest_id )
@@ -12287,6 +14384,7 @@ void Player::SendQuestComplete( uint32 quest_id )
sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
}
}
+
void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
{
uint32 questid = pQuest->GetQuestId();
@@ -12294,6 +14392,7 @@ void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGive
gameeventmgr.HandleQuestComplete(questid);
WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
data << uint32(questid);
+
if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
{
data << uint32(XP);
@@ -12304,12 +14403,15 @@ void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGive
data << uint32(0);
data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
}
+
data << uint32(10*Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
data << uint32(pQuest->GetBonusTalents()); // bonus talents
GetSession()->SendPacket( &data );
+
if (pQuest->GetQuestCompleteScript() != 0)
GetMap()->ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
}
+
void Player::SendQuestFailed( uint32 quest_id )
{
if( quest_id )
@@ -12321,6 +14423,7 @@ void Player::SendQuestFailed( uint32 quest_id )
sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
}
}
+
void Player::SendQuestTimerFailed( uint32 quest_id )
{
if( quest_id )
@@ -12331,6 +14434,7 @@ void Player::SendQuestTimerFailed( uint32 quest_id )
sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
}
}
+
void Player::SendCanTakeQuestResponse( uint32 msg )
{
WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
@@ -12338,6 +14442,7 @@ void Player::SendCanTakeQuestResponse( uint32 msg )
GetSession()->SendPacket( &data );
sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
}
+
void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
{
if( pPlayer )
@@ -12349,6 +14454,7 @@ void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
}
}
+
void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
{
WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
@@ -12357,13 +14463,16 @@ void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint3
//data << count;
GetSession()->SendPacket( &data );
}
+
void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
{
assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
+
int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
if (entry < 0)
// client expected gameobject template id in form (id|0x80000000)
entry = (-entry) | 0x80000000;
+
WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
data << uint32(pQuest->GetQuestId());
@@ -12372,13 +14481,16 @@ void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, u
data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
data << uint64(guid);
GetSession()->SendPacket(&data);
+
uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
if( log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
}
+
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
+
bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
{
bool delete_result = true;
@@ -12391,7 +14503,9 @@ bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
}
else
delete_result = false;
+
Field *fields = result->Fetch();
+
if (!LoadValues( fields[1].GetString()))
{
sLog.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid));
@@ -12399,55 +14513,76 @@ bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
delete result;
return false;
}
+
// overwrite possible wrong/corrupted guid
SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
+
m_name = fields[2].GetCppString();
+
Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
Map *map = MapManager::Instance().CreateMap(fields[6].GetUInt32(), this, 0);
SetMap(map);
+
// randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
// this must help in case next save after mass player load after server startup
m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
+
// the instance id is not needed at character enum
+
m_Played_time[PLAYED_TIME_TOTAL] = fields[7].GetUInt32();
m_Played_time[PLAYED_TIME_LEVEL] = fields[8].GetUInt32();
+
m_atLoginFlags = fields[9].GetUInt32();
+
// I don't see these used anywhere ..
/*_LoadGroup();
+
_LoadBoundInstances();*/
+
if (delete_result)
delete result;
+
for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
m_items[i] = NULL;
+
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
m_deathState = DEAD;
+
return true;
}
+
void Player::_LoadDeclinedNames(QueryResult* result)
{
if(!result)
return;
+
if(m_declinedname)
delete m_declinedname;
+
m_declinedname = new DeclinedName;
Field *fields = result->Fetch();
for(uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
m_declinedname->name[i] = fields[i].GetCppString();
+
delete result;
}
+
void Player::_LoadArenaTeamInfo(QueryResult *result)
{
// arenateamid, played_week, played_season, personal_rating
memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32)*18);
if (!result)
return;
+
do
{
Field *fields = result->Fetch();
+
uint32 arenateamid = fields[0].GetUInt32();
uint32 played_week = fields[1].GetUInt32();
uint32 played_season = fields[2].GetUInt32();
uint32 personal_rating = fields[3].GetUInt32();
+
ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
if(!aTeam)
{
@@ -12455,43 +14590,55 @@ void Player::_LoadArenaTeamInfo(QueryResult *result)
continue;
}
uint8 arenaSlot = aTeam->GetSlot();
+
m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6] = arenateamid; // TeamID
m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 1] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1
m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 2] = played_week; // Played Week
m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 3] = played_season; // Played Season
m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 4] = 0; // Unk
m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 5] = personal_rating; // Personal Rating
+
}while (result->NextRow());
delete result;
}
+
void Player::_LoadEquipmentSets(QueryResult *result)
{
// SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
if (!result)
return;
+
uint32 count = 0;
do
{
Field *fields = result->Fetch();
+
EquipmentSet eqSet;
+
eqSet.Guid = fields[0].GetUInt64();
uint32 index = fields[1].GetUInt32();
eqSet.Name = fields[2].GetCppString();
eqSet.IconName = fields[3].GetCppString();
eqSet.state = EQUIPMENT_SET_UNCHANGED;
+
for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
eqSet.Items[i] = fields[4+i].GetUInt32();
+
m_EquipmentSets[index] = eqSet;
+
++count;
+
if(count >= MAX_EQUIPMENT_SET_INDEX) // client limit
break;
} while (result->NextRow());
delete result;
}
+
void Player::_LoadBGData(QueryResult* result)
{
if (!result)
return;
+
// Expecting only one row
Field *fields = result->Fetch();
/* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
@@ -12505,46 +14652,61 @@ void Player::_LoadBGData(QueryResult* result)
m_bgData.taxiPath[0] = fields[7].GetUInt32();
m_bgData.taxiPath[1] = fields[8].GetUInt32();
m_bgData.mountSpell = fields[9].GetUInt32();
+
delete result;
}
+
bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
{
QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
if(!result)
return false;
+
Field *fields = result->Fetch();
+
x = fields[0].GetFloat();
y = fields[1].GetFloat();
z = fields[2].GetFloat();
o = fields[3].GetFloat();
mapid = fields[4].GetUInt32();
in_flight = !fields[5].GetCppString().empty();
+
delete result;
return true;
}
+
bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
{
QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
if( !result )
return false;
+
Field *fields = result->Fetch();
+
data = StrSplit(fields[0].GetCppString(), " ");
+
delete result;
+
return true;
}
+
uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
{
if(index >= data.size())
return 0;
+
return (uint32)atoi(data[index].c_str());
}
+
float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
{
float result;
uint32 temp = Player::GetUInt32ValueFromArray(data,index);
memcpy(&result, &temp, sizeof(result));
+
return result;
}
+
uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
{
// todo: cleanup in this, move to a separate function.
@@ -12581,27 +14743,35 @@ uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
Tokens data;
if(!LoadValuesArrayFromDB(data,guid))
return 0;
+
return GetUInt32ValueFromArray(data,index);
}
+
float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
{
float result;
uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
memcpy(&result, &temp, sizeof(result));
+
return result;
}
+
bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
{
//// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43
//QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points, instance_id, speccount, activespec FROM characters WHERE guid = '%u'", guid);
QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
+
if(!result)
{
sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid);
return false;
}
+
Field *fields = result->Fetch();
+
uint32 dbAccountId = fields[1].GetUInt32();
+
// check if the character's account in the db and the logged in account match.
// player should be able to load/delete character only with correct account!
if( dbAccountId != GetSession()->GetAccountId() )
@@ -12610,8 +14780,11 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
delete result;
return false;
}
+
Object::_Create( guid, 0, HIGHGUID_PLAYER );
+
m_name = fields[3].GetCppString();
+
// check name limitations
if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS ||
(GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name)))
@@ -12620,20 +14793,24 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
return false;
}
+
if(!LoadValues( fields[2].GetString()))
{
sLog.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid));
delete result;
return false;
}
+
// overwrite possible wrong/corrupted guid
SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
+
// overwrite some data fields
uint32 bytes0 = GetUInt32Value(UNIT_FIELD_BYTES_0) & 0xFF000000;
bytes0 |= fields[4].GetUInt8(); // race
bytes0 |= fields[5].GetUInt8() << 8; // class
bytes0 |= fields[6].GetUInt8() << 16; // gender
SetUInt32Value(UNIT_FIELD_BYTES_0, bytes0);
+
SetUInt32Value(UNIT_FIELD_LEVEL, fields[7].GetUInt8());
SetUInt32Value(PLAYER_XP, fields[8].GetUInt32());
SetUInt32Value(PLAYER_FIELD_COINAGE, fields[9].GetUInt32());
@@ -12641,33 +14818,42 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
SetUInt32Value(PLAYER_BYTES_2, fields[11].GetUInt32());
SetUInt32Value(PLAYER_BYTES_3, (GetUInt32Value(PLAYER_BYTES_3) & ~1) | fields[6].GetUInt8());
SetUInt32Value(PLAYER_FLAGS, fields[12].GetUInt32());
+
InitDisplayIds();
+
// cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0 );
SetVisibleItemSlot(slot, NULL);
+
if (m_items[slot])
{
delete m_items[slot];
m_items[slot] = NULL;
}
}
+
// update money limits
if(GetMoney() > MAX_MONEY_AMOUNT)
SetMoney(MAX_MONEY_AMOUNT);
+
sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
outDebugValues();
+
//Need to call it to initialize m_team (m_team can be calculated from race)
//Other way is to saves m_team into characters table.
setFactionForRace(getRace());
+
// load home bind and check in same time class/race pair, it used later for restore broken positions
if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
{
delete result;
return false;
}
+
InitPrimaryProfessions(); // to max set before any spell loaded
+
// init saved position, and fix it later if problematic
uint32 transGUID = fields[31].GetUInt32();
Relocate(fields[13].GetFloat(),fields[14].GetFloat(),fields[15].GetFloat(),fields[17].GetFloat());
@@ -12675,28 +14861,38 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
uint32 instanceId = fields[41].GetFloat();
SetDifficulty(fields[39].GetUInt32()); // may be changed in _LoadGroup
std::string taxi_nodes = fields[38].GetCppString();
+
#define RelocateToHomebind(){ mapId = m_homebindMapId; instanceId = 0; Relocate(m_homebindX, m_homebindY, m_homebindZ); }
+
_LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
+
_LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
+
uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[40].GetUInt32();
if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
+
SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
+
// check arena teams integrity
for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
{
uint32 arena_team_id = GetArenaTeamId(arena_slot);
if(!arena_team_id)
continue;
+
if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
if(at->HaveMember(GetGUID()))
continue;
+
// arena team not exist or not member, cleanup fields
for(int j = 0; j < 6; ++j)
SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
}
+
_LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
_LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA));
+
MapEntry const * mapEntry = sMapStore.LookupEntry(mapId);
if(!mapEntry || !IsPositionValid())
{
@@ -12709,14 +14905,18 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
BattleGround *currentBg = NULL;
if(m_bgData.bgInstanceID) //saved in BattleGround
currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE);
+
if(currentBg && currentBg->IsPlayerInBattleGround(GetGUID()))
{
BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
AddBattleGroundQueueId(bgQueueTypeId);
+
m_bgData.bgTypeID = currentBg->GetTypeID();
+
//join player to battleground group
currentBg->EventPlayerLoggedIn(this, GetGUID());
currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData.bgTeam);
+
SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
}
// Bg was not found - go to Entry Point
@@ -12725,6 +14925,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
// Do not look for instance if bg not found
const WorldLocation& _loc = GetBattleGroundEntryPoint();
mapId = _loc.GetMapId(); instanceId = 0;
+
if(mapId == MAPID_INVALID) // Battleground Entry Point not found (???)
{
sLog.outError("Player (guidlow %d) was in BG in database, but BG was not found, and entry point was invalid! Teleport to default race/class locations.",guid);
@@ -12732,6 +14933,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
} else {
Relocate(&_loc);
}
+
// We are not in BG anymore
m_bgData.bgInstanceID = 0;
}
@@ -12741,10 +14943,12 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
{
// There are no transports on instances
instanceId = 0;
+
m_movementInfo.t_x = fields[27].GetFloat();
m_movementInfo.t_y = fields[28].GetFloat();
m_movementInfo.t_z = fields[29].GetFloat();
m_movementInfo.t_o = fields[30].GetFloat();
+
if( !MaNGOS::IsValidMapCoord(
GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
@@ -12754,6 +14958,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
sLog.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
+
RelocateToHomebind();
}
else
@@ -12772,6 +14977,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
{
sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
guid,transGUID);
+
RelocateToHomebind();
}
}
@@ -12780,6 +14986,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
else if (!taxi_nodes.empty())
{
instanceId = 0;
+
// Not finish taxi flight path
if(m_bgData.HasTaxiPath())
{
@@ -12792,6 +14999,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
TaxiNodesEntry const* nodeEntry = NULL;
if(uint32 node_id = m_taxi.GetTaxiSource())
nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
+
if(!nodeEntry) // don't know taxi start node, to homebind
{
sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
@@ -12805,6 +15013,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
}
m_taxi.ClearTaxiDestinations();
}
+
if(uint32 node_id = m_taxi.GetTaxiSource())
{
// save source node as recall coord to prevent recall and fall from sky
@@ -12812,9 +15021,11 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
mapId = nodeEntry->map_id;
Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
+
// flight will started later
}
}
+
// Map could be changed before
mapEntry = sMapStore.LookupEntry(mapId);
// client without expansion support
@@ -12823,14 +15034,17 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), mapId);
RelocateToHomebind();
}
+
// fix crash (because of if(Map *map = _FindMap(instanceId)) in MapInstanced::CreateInstance)
if(instanceId)
if(InstanceSave * save = GetInstanceSave(mapId))
if(save->GetInstanceId() != instanceId)
instanceId = 0;
+
// NOW player must have valid map
// load the player's map here if it's not already loaded
Map *map = MapManager::Instance().CreateMap(mapId, this, instanceId);
+
if (!map)
{
instanceId = 0;
@@ -12846,6 +15060,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
sLog.outError("Player (guidlow %d) is teleported to home (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
RelocateToHomebind();
}
+
map = MapManager::Instance().CreateMap(mapId, this, 0);
if(!map)
{
@@ -12862,6 +15077,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
}
}
}
+
// if the player is in an instance and it has been reset in the meantime teleport him to the entrance
if(instanceId && !sInstanceSaveManager.GetInstanceSave(instanceId))
{
@@ -12874,15 +15090,21 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
RelocateToHomebind();
}
}
+
SetMap(map);
+
// randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
// this must help in case next save after mass player load after server startup
m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
+
SaveRecallPosition();
+
time_t now = time(NULL);
time_t logoutTime = time_t(fields[23].GetUInt64());
+
// since last logout (in seconds)
uint64 time_diff = uint64(now - logoutTime);
+
// set value, including drunk invisibility detection
// calculate sobering. after 15 minutes logged out, the player will be sober again
float soberFactor;
@@ -12892,46 +15114,61 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
soberFactor = 1-time_diff/(15.0f*MINUTE);
uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
SetDrunkValue(newDrunkenValue);
+
m_rest_bonus = fields[22].GetFloat();
//speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
float bubble0 = 0.031;
//speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
float bubble1 = 0.125;
+
if(time_diff > 0)
{
float bubble = fields[24].GetUInt32() > 0
? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
: bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
+
SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
}
+
m_cinematic = fields[19].GetUInt32();
m_Played_time[PLAYED_TIME_TOTAL]= fields[20].GetUInt32();
m_Played_time[PLAYED_TIME_LEVEL]= fields[21].GetUInt32();
+
m_resetTalentsCost = fields[25].GetUInt32();
m_resetTalentsTime = time_t(fields[26].GetUInt64());
+
// reserve some flags
uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
+
if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
+
m_taxi.LoadTaxiMask( fields[18].GetString() ); // must be before InitTaxiNodesForLevel
+
uint32 extraflags = fields[32].GetUInt32();
+
m_stableSlots = fields[33].GetUInt32();
if(m_stableSlots > MAX_PET_STABLES)
{
sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots));
m_stableSlots = MAX_PET_STABLES;
}
+
m_atLoginFlags = fields[34].GetUInt32();
+
// Honor system
// Update Honor kills data
m_lastHonorUpdateTime = logoutTime;
UpdateHonorFields();
+
m_deathExpireTime = (time_t)fields[37].GetUInt64();
if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
+
// clear channel spell data (if saved at channel spell casting)
SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
SetUInt32Value(UNIT_CHANNEL_SPELL,0);
+
// clear charm/summon related fields
SetUInt64Value(UNIT_FIELD_SUMMONEDBY, 0);
SetUInt64Value(UNIT_FIELD_CHARMEDBY, 0);
@@ -12939,32 +15176,43 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
SetUInt64Value(UNIT_FIELD_SUMMON, 0);
SetUInt64Value(PLAYER_FARSIGHT, 0);
SetCreatorGUID(0);
+
RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FORCE_MOVE);
+
// reset some aura modifiers before aura apply
SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
+
_LoadSkills();
+
// make sure the unit is considered out of combat for proper loading
ClearInCombat();
+
// make sure the unit is considered not in duel for proper loading
SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
SetUInt32Value(PLAYER_DUEL_TEAM, 0);
+
// remember loaded power/health values to restore after stats initialization and modifier applying
uint32 savedHealth = GetHealth();
uint32 savedPower[MAX_POWERS];
for(uint32 i = 0; i < MAX_POWERS; ++i)
savedPower[i] = GetPower(Powers(i));
+
// reset stats before loading any modifiers
InitStatsForLevel();
InitTaxiNodesForLevel();
InitGlyphsForLevel();
InitRunes();
+
// apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
+
//mails are loaded only when needed ;-) - when player in game click on mailbox.
//_LoadMail();
+
m_specsCount = fields[42].GetUInt32();
m_activeSpec = fields[43].GetUInt32();
delete result;
+
// sanity check
if (m_specsCount > MAX_TALENT_SPECS || m_activeSpec > MAX_TALENT_SPEC ||
m_specsCount < MIN_TALENT_SPECS || m_activeSpec < MIN_TALENT_SPEC ) // if (m_specsCount < 2) is not logical
@@ -12972,29 +15220,40 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
m_activeSpec = 0;
sLog.outError("Player %s(GUID: %u) has SpecCount = %u and ActiveSpec = %u.", GetName(), GetGUIDLow(), m_specsCount, m_activeSpec);
}
+
_LoadTalents(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTALENTS));
_LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
+
_LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS));
_LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
_LoadGlyphAuras();
// add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
m_deathState = DEAD;
+
// after spell load, learn rewarded spell if need also
_LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
_LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
+
// after spell and quest load
InitTalentForLevel();
learnDefaultSpells();
+
// must be before inventory (some items required reputation check)
m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
+
_LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
+
// update items with duration and realtime
UpdateItemDuration(time_diff, true);
+
_LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS), true);
+
// unread mails and next delivery time, actual mails not loaded
_LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
+
m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
+
// check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
// note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
@@ -13002,22 +15261,29 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
if(!HasTitle(curTitle))
SetUInt32Value(PLAYER_CHOSEN_TITLE, 0);
}
+
// has to be called after last Relocate() in Player::LoadFromDB
SetFallInformation(0, GetPositionZ());
+
_LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
+
// Spell code allow apply any auras to dead character in load time in aura/spell/item loading
// Do now before stats re-calculation cleanup for ghost state unexpected auras
if(!isAlive())
RemoveAllAurasOnDeath();
+
//apply all stat bonuses from items and auras
SetCanModifyStats(true);
UpdateAllStats();
+
// restore remembered power/health values (but not more max values)
SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
for(uint32 i = 0; i < MAX_POWERS; ++i)
SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
+
sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
outDebugValues();
+
// GM state
if(GetSession()->GetSecurity() > SEC_PLAYER)
{
@@ -13031,6 +15297,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
SetGameMaster(true);
break;
}
+
switch(sWorld.getConfig(CONFIG_GM_VISIBLE_STATE))
{
default:
@@ -13041,6 +15308,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
SetGMVisible(false);
break;
}
+
/*switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
{
default:
@@ -13051,6 +15319,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
SetAcceptTicket(true);
break;
}*/
+
switch(sWorld.getConfig(CONFIG_GM_CHAT))
{
default:
@@ -13061,6 +15330,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
SetGMChat(true);
break;
}
+
switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
{
default:
@@ -13072,16 +15342,22 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
break;
}
}
+
_LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
+
m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
m_achievementMgr.CheckAllAchievementCriteria();
+
_LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS));
+
return true;
}
+
bool Player::isAllowedToLoot(Creature* creature)
{
if(creature->isDead() && !creature->IsDamageEnoughForLootingAndReward())
return false;
+
if(Player* recipient = creature->GetLootRecipient())
{
if (recipient == this)
@@ -13099,6 +15375,7 @@ bool Player::isAllowedToLoot(Creature* creature)
// prevent other players from looting if the recipient got disconnected
return !creature->hasLootRecipient();
}
+
void Player::_LoadActions(QueryResult *result, bool startup)
{
if(result)
@@ -13106,9 +15383,11 @@ void Player::_LoadActions(QueryResult *result, bool startup)
do
{
Field *fields = result->Fetch();
+
uint8 button = fields[0].GetUInt8();
uint32 action = fields[1].GetUInt32();
uint8 type = fields[2].GetUInt8();
+
if(ActionButton* ab = addActionButton(button, action, type))
{
ab->uState = ACTIONBUTTON_UNCHANGED;
@@ -13118,18 +15397,23 @@ void Player::_LoadActions(QueryResult *result, bool startup)
else
{
sLog.outError( " ...at loading, and will deleted in DB also");
+
// Will deleted in DB at next save (it can create data until save but marked as deleted)
m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
}
}
while( result->NextRow() );
+
delete result;
}
}
+
void Player::_LoadAuras(QueryResult *result, uint32 timediff)
{
sLog.outDebug("Loading auras for player %u",GetGUIDLow());
+
//QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_mask,stackcount,amount0,amount1,amount2,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
+
if(result)
{
do
@@ -13146,19 +15430,23 @@ void Player::_LoadAuras(QueryResult *result, uint32 timediff)
int32 maxduration = (int32)fields[7].GetUInt32();
int32 remaintime = (int32)fields[8].GetUInt32();
int32 remaincharges = (int32)fields[9].GetUInt32();
+
SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
if(!spellproto)
{
sLog.outError("Unknown aura (spellid %u), ignore.",spellid);
continue;
}
+
// negative effects should continue counting down after logout
if (remaintime != -1 && !IsPositiveSpell(spellid))
{
if(remaintime <= int32(timediff))
continue;
+
remaintime -= timediff;
}
+
// prevent wrong values of remaincharges
if(spellproto->procCharges)
{
@@ -13167,6 +15455,7 @@ void Player::_LoadAuras(QueryResult *result, uint32 timediff)
}
else
remaincharges = 0;
+
Aura* aura = new Aura(spellproto, effmask, this, this, this);
aura->SetLoadedState(caster_guid,maxduration,remaintime,remaincharges, stackcount, &damage[0]);
if(!aura->CanBeSaved())
@@ -13178,11 +15467,14 @@ void Player::_LoadAuras(QueryResult *result, uint32 timediff)
sLog.outDetail("Added aura spellid %u, effectmask %u", spellproto->Id, effmask);
}
while( result->NextRow() );
+
delete result;
}
+
if(getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT))
CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
}
+
void Player::_LoadGlyphAuras()
{
for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
@@ -13206,11 +15498,13 @@ void Player::_LoadGlyphAuras()
}
else
sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
+
// On any error remove glyph
SetGlyph(i, 0);
}
}
}
+
void Player::LoadCorpse()
{
if( isAlive() )
@@ -13230,6 +15524,7 @@ void Player::LoadCorpse()
}
}
}
+
void Player::_LoadInventory(QueryResult *result, uint32 timediff)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT data,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow());
@@ -13238,10 +15533,13 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
//the bagMap is filled before items in the bags are loaded
//NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
//expected to be equipped before offhand items (TODO: fixme)
+
uint32 zone = GetZoneId();
+
if (result)
{
std::list<Item*> problematicItems;
+
// prevent items from being added to the queue when stored
m_itemUpdateQueueBlocked = true;
do
@@ -13251,7 +15549,9 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
uint8 slot = fields[2].GetUInt8();
uint32 item_guid = fields[3].GetUInt32();
uint32 item_id = fields[4].GetUInt32();
+
ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
+
if(!proto)
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
@@ -13259,7 +15559,9 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
continue;
}
+
Item *item = NewItemOrBag(proto);
+
if(!item->LoadFromDB(item_guid, GetGUID(), result))
{
sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
@@ -13268,6 +15570,7 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
item->SaveToDB(); // it also deletes item object !
continue;
}
+
// not allow have in alive state item limited to another map/zone
if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
{
@@ -13276,6 +15579,7 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
item->SaveToDB(); // it also deletes item object !
continue;
}
+
// "Conjured items disappear if you are logged out for more than 15 minutes"
if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
{
@@ -13284,12 +15588,15 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
item->SaveToDB(); // it also deletes item object !
continue;
}
+
bool success = true;
+
if (!bag_guid)
{
// the item is not in a bag
item->SetContainer( NULL );
item->SetSlot(slot);
+
if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
{
ItemPosCountVec dest;
@@ -13314,6 +15621,7 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
else
success = false;
}
+
if(success)
{
// store bags that may contain items in them
@@ -13341,6 +15649,7 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
else
success = false;
}
+
// item's state may have changed after stored
if (success)
item->SetState(ITEM_UNCHANGED, this);
@@ -13351,26 +15660,33 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
problematicItems.push_back(item);
}
} while (result->NextRow());
+
delete result;
m_itemUpdateQueueBlocked = false;
+
// send by mail problematic items
while(!problematicItems.empty())
{
// fill mail
MailItemsInfo mi; // item list preparing
+
for(uint8 i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
{
Item* item = problematicItems.front();
problematicItems.pop_front();
+
mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
}
+
std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
+
WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
}
}
//if(isAlive())
_ApplyAllItemMods();
}
+
// load mailed item which should receive current player
void Player::_LoadMailedItems(Mail *mail)
{
@@ -13378,13 +15694,17 @@ void Player::_LoadMailedItems(Mail *mail)
QueryResult* result = CharacterDatabase.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail->messageID);
if(!result)
return;
+
do
{
Field *fields = result->Fetch();
uint32 item_guid_low = fields[1].GetUInt32();
uint32 item_template = fields[2].GetUInt32();
+
mail->AddItem(item_guid_low, item_template);
+
ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
+
if(!proto)
{
sLog.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID);
@@ -13392,7 +15712,9 @@ void Player::_LoadMailedItems(Mail *mail)
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
continue;
}
+
Item *item = NewItemOrBag(proto);
+
if(!item->LoadFromDB(item_guid_low, 0, result))
{
sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
@@ -13401,10 +15723,13 @@ void Player::_LoadMailedItems(Mail *mail)
item->SaveToDB(); // it also deletes item object !
continue;
}
+
AddMItem(item);
} while (result->NextRow());
+
delete result;
}
+
void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
{
//set a count of unread mails
@@ -13415,6 +15740,7 @@ void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDeliver
unReadMails = fieldMail[0].GetUInt8();
delete resultUnread;
}
+
// store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
//resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
if (resultDelivery)
@@ -13424,6 +15750,7 @@ void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDeliver
delete resultDelivery;
}
}
+
void Player::_LoadMail()
{
m_mail.clear();
@@ -13449,20 +15776,25 @@ void Player::_LoadMail()
m->checked = fields[11].GetUInt32();
m->stationery = fields[12].GetUInt8();
m->mailTemplateId = fields[13].GetInt16();
+
if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
{
sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
m->mailTemplateId = 0;
}
+
m->state = MAIL_STATE_UNCHANGED;
+
if (has_items)
_LoadMailedItems(m);
+
m_mail.push_back(m);
} while( result->NextRow() );
delete result;
}
m_mailsLoaded = true;
}
+
void Player::LoadPet()
{
//fixme: the pet should still be loaded if the player is not in world
@@ -13474,17 +15806,22 @@ void Player::LoadPet()
delete pet;
}
}
+
void Player::_LoadQuestStatus(QueryResult *result)
{
mQuestStatus.clear();
+
uint32 slot = 0;
+
//// 0 1 2 3 4 5 6 7 8 9 10 11 12
//QueryResult *result = CharacterDatabase.PQuery("SELECT quest, status, rewarded, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, itemcount4 FROM character_queststatus WHERE guid = '%u'", GetGUIDLow());
+
if(result)
{
do
{
Field *fields = result->Fetch();
+
uint32 quest_id = fields[0].GetUInt32();
// used to be new, no delete?
Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
@@ -13492,6 +15829,7 @@ void Player::_LoadQuestStatus(QueryResult *result)
{
// find or create
QuestStatusData& questStatusData = mQuestStatus[quest_id];
+
uint32 qstatus = fields[1].GetUInt32();
if(qstatus < MAX_QUEST_STATUS)
questStatusData.m_status = QuestStatus(qstatus);
@@ -13500,12 +15838,16 @@ void Player::_LoadQuestStatus(QueryResult *result)
questStatusData.m_status = QUEST_STATUS_NONE;
sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
}
+
questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
+
time_t quest_time = time_t(fields[4].GetUInt64());
+
if( pQuest->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
{
AddTimedQuest( quest_id );
+
if (quest_time <= sWorld.GetGameTime())
questStatusData.m_timer = 1;
else
@@ -13513,6 +15855,7 @@ void Player::_LoadQuestStatus(QueryResult *result)
}
else
quest_time = 0;
+
questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
@@ -13521,7 +15864,9 @@ void Player::_LoadQuestStatus(QueryResult *result)
questStatusData.m_itemcount[1] = fields[10].GetUInt32();
questStatusData.m_itemcount[2] = fields[11].GetUInt32();
questStatusData.m_itemcount[3] = fields[12].GetUInt32();
+
questStatusData.uState = QUEST_UNCHANGED;
+
// add to quest log
if (slot < MAX_QUEST_LOG_SIZE &&
((questStatusData.m_status == QUEST_STATUS_INCOMPLETE ||
@@ -13530,46 +15875,60 @@ void Player::_LoadQuestStatus(QueryResult *result)
(!questStatusData.m_rewarded || pQuest->IsDaily())))
{
SetQuestSlot(slot, quest_id, quest_time);
+
if (questStatusData.m_status == QUEST_STATUS_COMPLETE)
SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
+
if (questStatusData.m_status == QUEST_STATUS_FAILED)
SetQuestSlotState(slot, QUEST_STATE_FAIL);
+
for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
if(questStatusData.m_creatureOrGOcount[idx])
SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]);
+
++slot;
}
+
if(questStatusData.m_rewarded)
{
// learn rewarded spell if unknown
learnQuestRewardedSpells(pQuest);
+
// set rewarded title if any
if(pQuest->GetCharTitleId())
{
if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
SetTitle(titleEntry);
}
+
if(pQuest->GetBonusTalents())
m_questRewardTalentCount += pQuest->GetBonusTalents();
}
+
sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
}
}
while( result->NextRow() );
+
delete result;
}
+
// clear quest log tail
for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
SetQuestSlot(i, 0);
}
+
void Player::_LoadDailyQuestStatus(QueryResult *result)
{
for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
+
//QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
+
if(result)
{
uint32 quest_daily_idx = 0;
+
do
{
if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
@@ -13577,36 +15936,49 @@ void Player::_LoadDailyQuestStatus(QueryResult *result)
sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
break;
}
+
Field *fields = result->Fetch();
+
uint32 quest_id = fields[0].GetUInt32();
+
// save _any_ from daily quest times (it must be after last reset anyway)
m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
+
Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
if( !pQuest )
continue;
+
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
++quest_daily_idx;
+
sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while( result->NextRow() );
+
delete result;
}
+
m_DailyQuestChanged = false;
}
+
void Player::_LoadSpells(QueryResult *result)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
+
if(result)
{
do
{
Field *fields = result->Fetch();
+
addSpell(fields[0].GetUInt32(), fields[1].GetBool(), false, false, fields[2].GetBool());
}
while( result->NextRow() );
+
delete result;
}
}
+
void Player::_LoadGroup(QueryResult *result)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
@@ -13627,11 +15999,14 @@ void Player::_LoadGroup(QueryResult *result)
}
}
}
+
void Player::_LoadBoundInstances(QueryResult *result)
{
for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
m_boundInstances[i].clear();
+
Group *group = GetGroup();
+
//QueryResult *result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid));
if(result)
{
@@ -13646,6 +16021,7 @@ void Player::_LoadBoundInstances(QueryResult *result)
// the resettime for normal instances is only saved when the InstanceSave is unloaded
// so the value read from the DB may be wrong here but only if the InstanceSave is loaded
// and in that case it is not used
+
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
if(!mapEntry || !mapEntry->IsDungeon())
{
@@ -13653,12 +16029,14 @@ void Player::_LoadBoundInstances(QueryResult *result)
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
continue;
}
+
if(!perm && group)
{
sLog.outError("_LoadBoundInstances: player %s(%d) is in group %d but has a non-permanent character bind to map %d,%d,%d", GetName(), GetGUIDLow(), GUID_LOPART(group->GetLeaderGUID()), mapId, instanceId, difficulty);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
continue;
}
+
// since non permanent binds are always solo bind, they can always be reset
InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
if(save) BindToInstance(save, perm, true);
@@ -13666,17 +16044,20 @@ void Player::_LoadBoundInstances(QueryResult *result)
delete result;
}
}
+
InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
{
// some instances only have one difficulty
const MapEntry* entry = sMapStore.LookupEntry(mapid);
if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
+
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
if(itr != m_boundInstances[difficulty].end())
return &itr->second;
else
return NULL;
}
+
InstanceSave * Player::GetInstanceSave(uint32 mapid)
{
InstancePlayerBind *pBind = GetBoundInstance(mapid, GetDifficulty());
@@ -13689,11 +16070,13 @@ InstanceSave * Player::GetInstanceSave(uint32 mapid)
}
return pSave;
}
+
void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
{
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
UnbindInstance(itr, difficulty, unload);
}
+
void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
{
if(itr != m_boundInstances[difficulty].end())
@@ -13703,6 +16086,7 @@ void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty,
m_boundInstances[difficulty].erase(itr++);
}
}
+
InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
{
if(save)
@@ -13716,12 +16100,15 @@ InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, b
}
else
if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
+
if(bind.save != save)
{
if(bind.save) bind.save->RemovePlayer(this);
save->AddPlayer(this);
}
+
if(permanent) save->SetCanReset(false);
+
bind.save = save;
bind.perm = permanent;
if(!load) sLog.outDebug("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d", GetName(), GetGUIDLow(), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty());
@@ -13730,13 +16117,18 @@ InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, b
else
return NULL;
}
+
void Player::SendRaidInfo()
{
uint32 counter = 0;
+
WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
+
size_t p_counter = data.wpos();
data << uint32(counter); // placeholder
+
time_t now = time(NULL);
+
for(uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i)
{
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
@@ -13756,6 +16148,7 @@ void Player::SendRaidInfo()
data.put<uint32>(p_counter, counter);
GetSession()->SendPacket(&data);
}
+
/*
- called on every successful teleportation to a map
*/
@@ -13763,6 +16156,7 @@ void Player::SendSavedInstances()
{
bool hasBeenSaved = false;
WorldPacket data;
+
for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
{
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
@@ -13774,12 +16168,15 @@ void Player::SendSavedInstances()
}
}
}
+
//Send opcode 811. true or false means, whether you have current raid/heroic instances
data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
data << uint32(hasBeenSaved);
GetSession()->SendPacket(&data);
+
if(!hasBeenSaved)
return;
+
for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
{
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
@@ -13793,15 +16190,19 @@ void Player::SendSavedInstances()
}
}
}
+
/// convert the player's binds to the group
void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
{
bool has_binds = false;
bool has_solo = false;
+
if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
assert(player_guid);
+
// copy all binds to the group, when changing leader it's assumed the character
// will not have any solo binds
+
if(player)
{
for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
@@ -13821,17 +16222,20 @@ void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player
}
}
}
+
// if the player's not online we don't know what binds it has
if(!player || !group || has_binds) CharacterDatabase.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid));
// the following should not get executed when changing leaders
if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
}
+
bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report)
{
if(!isGameMaster() && ar)
{
uint32 LevelMin = 0;
uint32 LevelMax = 0;
+
if(!sWorld.getConfig(CONFIG_INSTANCE_IGNORE_LEVEL))
{
if(ar->levelMin && getLevel() < ar->levelMin)
@@ -13841,6 +16245,7 @@ bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report
if(ar->levelMax && getLevel() > ar->levelMax)
LevelMax = ar->levelMax;
}
+
uint32 missingItem = 0;
if(ar->item)
{
@@ -13850,6 +16255,7 @@ bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report
}
else if(ar->item2 && !HasItemCount(ar->item2, 1))
missingItem = ar->item2;
+
uint32 missingKey = 0;
uint32 missingHeroicQuest = 0;
if(GetDifficulty() == DIFFICULTY_HEROIC)
@@ -13862,12 +16268,15 @@ bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report
}
else if(ar->heroicKey2 && !HasItemCount(ar->heroicKey2, 1))
missingKey = ar->heroicKey2;
+
if(ar->heroicQuest && !GetQuestRewardStatus(ar->heroicQuest))
missingHeroicQuest = ar->heroicQuest;
}
+
uint32 missingQuest = 0;
if(ar->quest && !GetQuestRewardStatus(ar->quest))
missingQuest = ar->quest;
+
if(LevelMin || LevelMax || missingItem || missingKey || missingQuest || missingHeroicQuest)
{
if(report)
@@ -13888,6 +16297,7 @@ bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report
}
return true;
}
+
bool Player::_LoadHomeBind(QueryResult *result)
{
PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
@@ -13896,6 +16306,7 @@ bool Player::_LoadHomeBind(QueryResult *result)
sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
return false;
}
+
bool ok = false;
//QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
if (result)
@@ -13907,7 +16318,9 @@ bool Player::_LoadHomeBind(QueryResult *result)
m_homebindY = fields[3].GetFloat();
m_homebindZ = fields[4].GetFloat();
delete result;
+
MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
+
// accept saved data only for valid position (and non instanceable), and accessable
if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
!bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
@@ -13917,6 +16330,7 @@ bool Player::_LoadHomeBind(QueryResult *result)
else
CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
}
+
if(!ok)
{
m_homebindMapId = info->mapId;
@@ -13924,33 +16338,45 @@ bool Player::_LoadHomeBind(QueryResult *result)
m_homebindX = info->positionX;
m_homebindY = info->positionY;
m_homebindZ = info->positionZ;
+
CharacterDatabase.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GetGUIDLow(), m_homebindMapId, (uint32)m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
}
+
DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
+
return true;
}
+
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
+
void Player::SaveToDB()
{
// delay auto save at any saves (manual, in code, or autosave)
m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
+
//lets allow only players in world to be saved
if(IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_SAVE_PLAYER);
return;
}
+
// first save/honor gain after midnight will also update the player's honor fields
UpdateHonorFields();
+
sLog.outDebug("The value of player %s at save: ", m_name.c_str());
outDebugValues();
+
CharacterDatabase.BeginTransaction();
+
CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
+
std::string sql_name = m_name;
CharacterDatabase.escape_string(sql_name);
+
std::ostringstream ss;
ss << "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
"map, instance_id, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
@@ -13970,6 +16396,7 @@ void Player::SaveToDB()
<< GetUInt32Value(PLAYER_BYTES) << ", "
<< GetUInt32Value(PLAYER_BYTES_2) << ", "
<< GetUInt32Value(PLAYER_FLAGS) << ", ";
+
if(!IsBeingTeleported())
{
ss << GetMapId() << ", "
@@ -13990,17 +16417,24 @@ void Player::SaveToDB()
<< finiteAlways(GetTeleportDest().GetPositionZ()) << ", "
<< finiteAlways(GetTeleportDest().GetOrientation()) << ", '";
}
+
uint16 i;
for( i = 0; i < m_valuesCount; i++ )
{
ss << GetUInt32Value(i) << " ";
}
+
ss << "', ";
+
ss << m_taxi << ", "; // string with TaxiMaskSize numbers
+
ss << (IsInWorld() ? 1 : 0) << ", ";
+
ss << m_cinematic << ", ";
+
ss << m_Played_time[PLAYED_TIME_TOTAL] << ", ";
ss << m_Played_time[PLAYED_TIME_LEVEL] << ", ";
+
ss << finiteAlways(m_rest_bonus) << ", ";
ss << (uint64)time(NULL) << ", ";
ss << (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0) << ", ";
@@ -14008,6 +16442,7 @@ void Player::SaveToDB()
//save, but in tavern/city
ss << m_resetTalentsCost << ", ";
ss << (uint64)m_resetTalentsTime << ", ";
+
ss << finiteAlways(m_movementInfo.t_x) << ", ";
ss << finiteAlways(m_movementInfo.t_y) << ", ";
ss << finiteAlways(m_movementInfo.t_z) << ", ";
@@ -14017,11 +16452,17 @@ void Player::SaveToDB()
else
ss << "0";
ss << ", ";
+
ss << m_ExtraFlags << ", ";
+
ss << uint32(m_stableSlots) << ", "; // to prevent save uint8 as char
+
ss << uint32(m_atLoginFlags) << ", ";
+
ss << GetZoneId() << ", ";
+
ss << (uint64)m_deathExpireTime << ", '";
+
ss << m_taxi.SaveTaxiDestinationsToString() << "', ";
ss << "'0', "; // arena_pending_points
ss << GetSession()->GetLatency();
@@ -14030,9 +16471,12 @@ void Player::SaveToDB()
ss << ", ";
ss << uint32(m_activeSpec);
ss << ")";
+
CharacterDatabase.Execute( ss.str().c_str() );
+
if(m_mailsUpdated) //save mails only when needed
_SaveMail();
+
_SaveBGData();
_SaveInventory();
_SaveQuestStatus();
@@ -14047,21 +16491,26 @@ void Player::SaveToDB()
_SaveEquipmentSets();
GetSession()->SaveTutorialsData(); // changed only while character in game
_SaveGlyphs();
+
CharacterDatabase.CommitTransaction();
+
// save pet (hunter pet level and experience and all type pets health/mana).
if(Pet* pet = GetPet())
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
}
+
// fast save function for item/money cheating preventing - save only inventory and money state
void Player::SaveInventoryAndGoldToDB()
{
_SaveInventory();
SaveGoldToDB();
}
+
void Player::SaveGoldToDB()
{
CharacterDatabase.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
}
+
void Player::_SaveActions()
{
for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
@@ -14090,14 +16539,17 @@ void Player::_SaveActions()
}
}
}
+
void Player::_SaveAuras()
{
CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
+
AuraMap const& auras = GetAuras();
for(AuraMap::const_iterator itr = auras.begin(); itr !=auras.end() ; ++itr)
{
if(!itr->second->CanBeSaved())
continue;
+
int32 amounts[MAX_SPELL_EFFECTS];
for (uint8 i=0;i<MAX_SPELL_EFFECTS;++i)
{
@@ -14106,6 +16558,7 @@ void Player::_SaveAuras()
else
amounts[i]=0;
}
+
CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_mask,stackcount,amount0, amount1, amount2,maxduration,remaintime,remaincharges) "
"VALUES ('%u', '" UI64FMTD "', '%u', '%u', '%d', '%d', '%d', '%d', '%d', '%d', '%d')",
GetGUIDLow(), itr->second->GetCasterGUID(),(uint32)itr->second->GetId(), (uint32)itr->second->GetEffectMask(),
@@ -14113,6 +16566,7 @@ void Player::_SaveAuras()
,int(itr->second->GetAuraMaxDuration()),int(itr->second->GetAuraDuration()),int(itr->second->GetAuraCharges()));
}
}
+
void Player::_SaveInventory()
{
// force items in buyback slots to new state
@@ -14125,13 +16579,16 @@ void Player::_SaveInventory()
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
m_items[i]->FSetState(ITEM_NEW);
}
+
// update enchantment durations
for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
{
itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
}
+
// if no changes
if (m_itemUpdateQueue.empty()) return;
+
// do not save if the update queue is corrupt
bool error = false;
for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
@@ -14139,6 +16596,7 @@ void Player::_SaveInventory()
Item *item = m_itemUpdateQueue[i];
if(!item || item->GetState() == ITEM_REMOVED) continue;
Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
+
if (test == NULL)
{
sLog.outCrash("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d (state %d) are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), (int32)item->GetState());
@@ -14151,18 +16609,22 @@ void Player::_SaveInventory()
error = true;
}
}
+
if (error)
{
sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
return;
}
+
for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
{
Item *item = m_itemUpdateQueue[i];
if(!item) continue;
+
Bag *container = item->GetContainer();
uint32 bag_guid = container ? container->GetGUIDLow() : 0;
+
switch(item->GetState())
{
case ITEM_NEW:
@@ -14177,14 +16639,17 @@ void Player::_SaveInventory()
case ITEM_UNCHANGED:
break;
}
+
item->SaveToDB(); // item have unchanged inventory record and can be save standalone
}
m_itemUpdateQueue.clear();
}
+
void Player::_SaveMail()
{
if (!m_mailsLoaded)
return;
+
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
Mail *m = (*itr);
@@ -14211,6 +16676,7 @@ void Player::_SaveMail()
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
}
}
+
//deallocate deleted mails...
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
{
@@ -14224,8 +16690,10 @@ void Player::_SaveMail()
else
++itr;
}
+
m_mailsUpdated = false;
}
+
void Player::_SaveQuestStatus()
{
// we don't need transactions here.
@@ -14248,12 +16716,16 @@ void Player::_SaveQuestStatus()
i->second.uState = QUEST_UNCHANGED;
}
}
+
void Player::_SaveDailyQuestStatus()
{
if(!m_DailyQuestChanged)
return;
+
m_DailyQuestChanged = false;
+
// save last daily quest time for all quests: we need only mostly reset time for reset check anyway
+
// we don't need transactions here.
CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
@@ -14261,15 +16733,18 @@ void Player::_SaveDailyQuestStatus()
CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD "')",
GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
}
+
void Player::_SaveSpells()
{
for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
{
if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
+
// add only changed/new not dependent spells
if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0);
+
if (itr->second->state == PLAYERSPELL_REMOVED)
{
delete itr->second;
@@ -14280,12 +16755,15 @@ void Player::_SaveSpells()
itr->second->state = PLAYERSPELL_UNCHANGED;
++itr;
}
+
}
}
+
void Player::outDebugValues() const
{
if(!sLog.IsOutDebug()) // optimize disabled debug output
return;
+
sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
@@ -14299,20 +16777,24 @@ void Player::outDebugValues() const
sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
}
+
/*********************************************************/
/*** FLOOD FILTER SYSTEM ***/
/*********************************************************/
+
void Player::UpdateSpeakTime()
{
// ignore chat spam protection for GMs in any mode
if(GetSession()->GetSecurity() > SEC_PLAYER)
return;
+
time_t current = time (NULL);
if(m_speakTime > current)
{
uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
if(!max_count)
return;
+
++m_speakCount;
if(m_speakCount >= max_count)
{
@@ -14320,25 +16802,31 @@ void Player::UpdateSpeakTime()
time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
if(GetSession()->m_muteTime < new_mute)
GetSession()->m_muteTime = new_mute;
+
m_speakCount = 0;
}
}
else
m_speakCount = 0;
+
m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
}
+
bool Player::CanSpeak() const
{
return GetSession()->m_muteTime <= time (NULL);
}
+
/*********************************************************/
/*** LOW LEVEL FUNCTIONS:Notifiers ***/
/*********************************************************/
+
void Player::SendAttackSwingNotInRange()
{
WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
GetSession()->SendPacket( &data );
}
+
void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
{
std::ostringstream ss;
@@ -14349,17 +16837,21 @@ void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint
sLog.outDebug(ss.str().c_str());
CharacterDatabase.Execute(ss.str().c_str());
}
+
void Player::SaveDataFieldToDB()
{
std::ostringstream ss;
ss<<"UPDATE characters SET data='";
+
for(uint16 i = 0; i < m_valuesCount; i++ )
{
ss << GetUInt32Value(i) << " ";
}
ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
+
CharacterDatabase.Execute(ss.str().c_str());
}
+
bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
{
std::ostringstream ss2;
@@ -14370,73 +16862,93 @@ bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
ss2<<tokens[i]<<" ";
}
ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
+
return CharacterDatabase.Execute(ss2.str().c_str());
}
+
void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
{
char buf[11];
snprintf(buf,11,"%u",value);
+
if(index >= tokens.size())
return;
+
tokens[index] = buf;
}
+
void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
{
Tokens tokens;
if(!LoadValuesArrayFromDB(tokens,guid))
return;
+
if(index >= tokens.size())
return;
+
char buf[11];
snprintf(buf,11,"%u",value);
tokens[index] = buf;
+
SaveValuesArrayInDB(tokens,guid);
}
+
void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
{
uint32 temp;
memcpy(&temp, &value, sizeof(value));
Player::SetUInt32ValueInDB(index, temp, guid);
}
+
void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
{
// 0
QueryResult* result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid));
if(!result)
return;
+
Field* fields = result->Fetch();
+
uint32 player_bytes2 = fields[0].GetUInt32();
player_bytes2 &= ~0xFF;
player_bytes2 |= facialHair;
+
CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, GUID_LOPART(guid));
+
delete result;
}
+
void Player::SendAttackSwingDeadTarget()
{
WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
GetSession()->SendPacket( &data );
}
+
void Player::SendAttackSwingCantAttack()
{
WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
GetSession()->SendPacket( &data );
}
+
void Player::SendAttackSwingCancelAttack()
{
WorldPacket data(SMSG_CANCEL_COMBAT, 0);
GetSession()->SendPacket( &data );
}
+
void Player::SendAttackSwingBadFacingAttack()
{
WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
GetSession()->SendPacket( &data );
}
+
void Player::SendAutoRepeatCancel(Unit *target)
{
WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size());
data.append(target->GetPackGUID()); // may be it's target guid
GetSession()->SendPacket( &data );
}
+
void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
{
WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
@@ -14444,6 +16956,7 @@ void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
data << Experience;
GetSession()->SendPacket(&data);
}
+
void Player::SendDungeonDifficulty(bool IsInGroup)
{
uint8 val = 0x00000001;
@@ -14453,18 +16966,22 @@ void Player::SendDungeonDifficulty(bool IsInGroup)
data << uint32(IsInGroup);
GetSession()->SendPacket(&data);
}
+
void Player::SendResetFailedNotify(uint32 mapid)
{
WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
data << uint32(mapid);
GetSession()->SendPacket(&data);
}
+
/// Reset all solo instances and optionally send a message on success for each
void Player::ResetInstances(uint8 method)
{
// method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
+
// we assume that when the difficulty changes, all instances that can be reset will be
uint8 dif = GetDifficulty();
+
for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
{
InstanceSave *p = itr->second.save;
@@ -14474,6 +16991,7 @@ void Player::ResetInstances(uint8 method)
++itr;
continue;
}
+
if(method == INSTANCE_RESET_ALL)
{
// the "reset all instances" method can only reset normal maps
@@ -14483,6 +17001,7 @@ void Player::ResetInstances(uint8 method)
continue;
}
}
+
// if the map is loaded, reset it
Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
if(map && map->IsDungeon())
@@ -14491,21 +17010,26 @@ void Player::ResetInstances(uint8 method)
++itr;
continue;
}
+
// since this is a solo instance there should not be any players inside
if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
SendResetInstanceSuccess(p->GetMapId());
+
p->DeleteFromDB();
m_boundInstances[dif].erase(itr++);
+
// the following should remove the instance save from the manager and delete it as well
p->RemovePlayer(this);
}
}
+
void Player::SendResetInstanceSuccess(uint32 MapId)
{
WorldPacket data(SMSG_INSTANCE_RESET, 4);
data << MapId;
GetSession()->SendPacket(&data);
}
+
void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
{
// TODO: find what other fail reasons there are besides players in the instance
@@ -14514,9 +17038,11 @@ void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
data << MapId;
GetSession()->SendPacket(&data);
}
+
/*********************************************************/
/*** Update timers ***/
/*********************************************************/
+
///checks the 15 afk reports per 5 minutes limit
void Player::UpdateAfkReport(time_t currTime)
{
@@ -14526,6 +17052,7 @@ void Player::UpdateAfkReport(time_t currTime)
m_bgData.bgAfkReportedTimer = currTime+5*MINUTE;
}
}
+
void Player::UpdateContestedPvP(uint32 diff)
{
if(!m_contestedPvPTimer||isInCombat())
@@ -14537,54 +17064,68 @@ void Player::UpdateContestedPvP(uint32 diff)
else
m_contestedPvPTimer -= diff;
}
+
void Player::UpdatePvPFlag(time_t currTime)
{
if(!IsPvP())
return;
if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
return;
+
UpdatePvP(false);
}
+
void Player::UpdateDuelFlag(time_t currTime)
{
if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
return;
+
SetUInt32Value(PLAYER_DUEL_TEAM, 1);
duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
+
duel->startTimer = 0;
duel->startTime = currTime;
duel->opponent->duel->startTimer = 0;
duel->opponent->duel->startTime = currTime;
}
+
Pet* Player::GetPet() const
{
if(uint64 pet_guid = GetPetGUID())
{
if(!IS_PET_GUID(pet_guid))
return NULL;
+
if(Pet* pet = ObjectAccessor::GetPet(pet_guid))
return pet;
+
//there may be a guardian in slot
//sLog.outError("Player::GetPet: Pet %u not exist.",GUID_LOPART(pet_guid));
//const_cast<Player*>(this)->SetPetGUID(0);
}
+
return NULL;
}
+
void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
{
if(!pet)
pet = GetPet();
+
if(pet)
{
sLog.outDebug("RemovePet %u, %u, %u", pet->GetEntry(), mode, returnreagent);
+
if(pet->m_removed)
return;
}
+
if(returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleGround())
{
//returning of reagents only for players, so best done here
uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
+
if(spellInfo)
{
for(uint32 i = 0; i < 7; ++i)
@@ -14604,9 +17145,12 @@ void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
}
m_temporaryUnsummonedPetNumber = 0;
}
+
if(!pet || pet->GetOwnerGUID()!=GetGUID())
return;
+
pet->CombatStop();
+
if(returnreagent)
{
switch(pet->GetEntry())
@@ -14620,25 +17164,32 @@ void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
break;
}
}
+
// only if current pet in slot
pet->SavePetToDB(mode);
+
SetMinion(pet, false);
+
pet->AddObjectToRemoveList();
pet->m_removed = true;
+
if(pet->isControlled())
{
WorldPacket data(SMSG_PET_SPELLS, 8);
data << uint64(0);
GetSession()->SendPacket(&data);
+
if(GetGroup())
SetGroupUpdateFlag(GROUP_UPDATE_PET);
}
}
+
void Player::StopCastingCharm()
{
Unit* charm = GetCharm();
if(!charm)
return;
+
if(charm->GetTypeId() == TYPEID_UNIT)
{
if(((Creature*)charm)->HasUnitTypeMask(UNIT_MASK_PUPPET))
@@ -14648,6 +17199,7 @@ void Player::StopCastingCharm()
}
if(GetCharmGUID())
charm->RemoveCharmAuras();
+
if(GetCharmGUID())
{
sLog.outCrash("Player %s (GUID: " UI64FMTD " is not able to uncharm unit (GUID: " UI64FMTD " Entry: %u, Type: %u)", GetName(), GetGUID(), GetCharmGUID(), charm->GetEntry(), charm->GetTypeId());
@@ -14660,6 +17212,7 @@ void Player::StopCastingCharm()
SetCharm(charm, false);
}
}
+
void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
{
*data << (uint8)msgtype;
@@ -14671,47 +17224,58 @@ void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string
*data << text;
*data << (uint8)chatTag();
}
+
void Player::Say(const std::string& text, const uint32 language)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
+
if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
sLog.outChat("[SAY] Player %s says (language %u): %s",
GetName(), language, text.c_str());
}
+
void Player::Yell(const std::string& text, const uint32 language)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
+
if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
sLog.outChat("[YELL] Player %s yells (language %u): %s",
GetName(), language, text.c_str());
}
+
void Player::TextEmote(const std::string& text)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT));
+
if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
sLog.outChat("[TEXTEMOTE] Player %s emotes: %s",
GetName(), text.c_str());
}
+
void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
{
if (language != LANG_ADDON) // if not addon data
language = LANG_UNIVERSAL; // whispers should always be readable
+
Player *rPlayer = objmgr.GetPlayer(receiver);
+
if(sWorld.getConfig(CONFIG_CHATLOG_WHISPER))
sLog.outChat("[WHISPER] Player %s tells %s: %s",
GetName(), rPlayer->GetName(), text.c_str());
+
// when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
if(!rPlayer->isDND() || isGameMaster())
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
rPlayer->GetSession()->SendPacket(&data);
+
data.Initialize(SMSG_MESSAGECHAT, 200);
rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
GetSession()->SendPacket(&data);
@@ -14721,36 +17285,48 @@ void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
// announce to player that player he is whispering to is dnd and cannot receive his message
ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
}
+
if(!isAcceptWhispers() && !isGameMaster() && !rPlayer->isGameMaster())
{
SetAcceptWhispers(true);
ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
}
+
// announce to player that player he is whispering to is afk
if(rPlayer->isAFK())
ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
+
// if player whisper someone, auto turn of dnd to be able to receive an answer
if(isDND() && !rPlayer->isGameMaster())
ToggleDND();
}
+
void Player::PetSpellInitialize()
{
Pet* pet = GetPet();
+
if(!pet)
return;
+
sLog.outDebug("Pet Spells Groups");
+
CharmInfo *charmInfo = pet->GetCharmInfo();
+
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
data << uint64(pet->GetGUID());
data << uint16(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
data << uint32(0);
data << uint8(pet->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
+
// action bar loop
charmInfo->BuildActionBar(&data);
+
size_t spellsCountPos = data.wpos();
+
// spells count
uint8 addlist = 0;
data << uint8(addlist); // placeholder
+
if (pet->IsPermanentPetFor(this))
{
// spells loop
@@ -14758,72 +17334,94 @@ void Player::PetSpellInitialize()
{
if(itr->second.state == PETSPELL_REMOVED)
continue;
+
data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first,itr->second.active));
++addlist;
}
}
+
data.put<uint8>(spellsCountPos, addlist);
+
uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
data << uint8(cooldownsCount);
+
time_t curTime = time(NULL);
+
for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
{
time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
+
data << uint32(itr->first); // spellid
data << uint16(0); // spell category?
data << uint32(cooldown); // cooldown
data << uint32(0); // category cooldown
}
+
for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
{
time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
+
data << uint32(itr->first); // spellid
data << uint16(0); // spell category?
data << uint32(0); // cooldown
data << uint32(cooldown); // category cooldown
}
+
data.hexlike();
+
GetSession()->SendPacket(&data);
}
+
void Player::PossessSpellInitialize()
{
Unit* charm = GetCharm();
if(!charm)
return;
+
CharmInfo *charmInfo = charm->GetCharmInfo();
+
if(!charmInfo)
{
sLog.outError("Player::PossessSpellInitialize(): charm ("UI64FMTD") has no charminfo!", charm->GetGUID());
return;
}
+
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
data << uint64(charm->GetGUID());
data << uint16(0);
data << uint32(0);
data << uint32(0);
+
charmInfo->BuildActionBar(&data);
+
data << uint8(0); // spells count
data << uint8(0); // cooldowns count
+
GetSession()->SendPacket(&data);
}
+
void Player::VehicleSpellInitialize()
{
Creature* veh = GetVehicleCreatureBase();
if(!veh)
return;
+
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*10+1+1);
data << uint64(veh->GetGUID());
data << uint16(0);
data << uint32(0);
data << uint32(0x00000101);
+
for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
{
uint32 spellId = ((Creature*)veh)->m_spells[i];
if(!spellId)
continue;
+
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if(!spellInfo)
continue;
+
if(IsPassiveSpell(spellId))
{
veh->CastSpell(veh, spellId, true);
@@ -14832,23 +17430,28 @@ void Player::VehicleSpellInitialize()
else
data << uint16(spellId) << uint8(0) << uint8(i+8);
}
+
for(uint32 i = CREATURE_MAX_SPELLS; i < MAX_SPELL_CONTROL_BAR; ++i)
data << uint16(0) << uint8(0) << uint8(i+8);
+
data << uint8(0);
data << uint8(0);
GetSession()->SendPacket(&data);
}
+
void Player::CharmSpellInitialize()
{
Unit* charm = GetFirstControlled();
if(!charm)
return;
+
CharmInfo *charmInfo = charm->GetCharmInfo();
if(!charmInfo)
{
sLog.outError("Player::CharmSpellInitialize(): the player's charm ("UI64FMTD") has no charminfo!", charm->GetGUID());
return;
}
+
uint8 addlist = 0;
if(charm->GetTypeId() != TYPEID_PLAYER)
{
@@ -14862,16 +17465,21 @@ void Player::CharmSpellInitialize()
}
}
}
+
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1);
data << uint64(charm->GetGUID());
data << uint16(0);
data << uint32(0);
+
if(charm->GetTypeId() != TYPEID_PLAYER)
data << uint8(((Creature*)charm)->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
else
data << uint8(0) << uint8(0) << uint16(0);
+
charmInfo->BuildActionBar(&data);
+
data << uint8(addlist);
+
if(addlist)
{
for(uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
@@ -14881,33 +17489,42 @@ void Player::CharmSpellInitialize()
data << uint32(cspell->packedData);
}
}
+
data << uint8(0); // cooldowns count
+
GetSession()->SendPacket(&data);
}
+
void Player::SendRemoveControlBar()
{
WorldPacket data(SMSG_PET_SPELLS, 8);
data << uint64(0);
GetSession()->SendPacket(&data);
}
+
bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell * spell)
{
if (!mod || !spellInfo)
return false;
+
// Mod out of charges
if (spell && mod->charges == -1 && spell->m_appliedMods.find(mod->ownerAura) == spell->m_appliedMods.end())
return false;
+
return spellmgr.IsAffectedByMod(spellInfo, mod);
}
+
void Player::AddSpellMod(SpellModifier* mod, bool apply)
{
uint16 Opcode = (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
+
int i = 0;
flag96 _mask = 0;
for (int eff = 0; eff < 96; ++eff)
{
if (eff != 0 && eff%32 == 0)
_mask[i++] = 0;
+
_mask[i] = uint32(1) << (eff-(32*i));
if (mod->mask & _mask)
{
@@ -14925,6 +17542,7 @@ void Player::AddSpellMod(SpellModifier* mod, bool apply)
SendDirectMessage(&data);
}
}
+
if (apply)
m_spellMods[mod->op].push_back(mod);
else
@@ -14933,44 +17551,54 @@ void Player::AddSpellMod(SpellModifier* mod, bool apply)
delete mod;
}
}
+
// Restore spellmods in case of failed cast
void Player::RestoreSpellMods(Spell * spell)
{
if (!spell || spell->m_appliedMods.empty())
return;
+
for(uint8 i=0;i<MAX_SPELLMOD;++i)
{
for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();++itr)
{
SpellModifier *mod = *itr;
+
// spellmods without aura set cannot be charged
if (!mod->ownerAura || !mod->ownerAura->GetAuraCharges())
continue;
+
// check if mod affected this spell
Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
if (iterMod == spell->m_appliedMods.end())
continue;
+
// remove from list
spell->m_appliedMods.erase(iterMod);
+
// add mod charges back to mod
if (mod->charges == -1)
mod->charges = 1;
else
mod->charges++;
+
// Do not set more spellmods than avalible
if (mod->ownerAura->GetAuraCharges() < mod->charges)
mod->charges = mod->ownerAura->GetAuraCharges();
+
// Skip this check for now - aura charges may change due to various reason
// TODO: trac these changes correctly
//assert (mod->ownerAura->GetAuraCharges() <= mod->charges);
}
}
}
+
void Player::RemoveSpellMods(Spell * spell)
{
if (!spell)
return;
std::set <Aura *> checkedSpells;
+
AuraEffectList const & auraList = GetAurasByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE);
for(AuraEffectList::const_iterator itr = auraList.begin(); itr != auraList.end();)
{
@@ -14978,10 +17606,13 @@ void Player::RemoveSpellMods(Spell * spell)
++itr;
if (!aur->GetParentAura()->GetAuraCharges())
continue;
+
SpellEntry const * spellInfo = aur->GetSpellProto();
+
if (spellInfo->SpellFamilyName != spell->m_spellInfo->SpellFamilyName ||
checkedSpells.find(aur->GetParentAura()) != checkedSpells.end())
continue;
+
if (spell->m_spellInfo->SpellFamilyFlags & spellInfo->EffectSpellClassMask[aur->GetEffIndex()]
// this is for fingers of frost, look at spell::finish part, a charge will be taken by the triggering spell
&& aur->GetParentAura()->GetAuraDuration() != aur->GetParentAura()->GetAuraMaxDuration())
@@ -14992,28 +17623,35 @@ void Player::RemoveSpellMods(Spell * spell)
itr = auraList.begin();
}
}
+
if (spell->m_appliedMods.empty())
return;
+
for(uint8 i=0;i<MAX_SPELLMOD;++i)
{
for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
{
SpellModifier *mod = *itr;
++itr;
+
// spellmods without aura set cannot be charged
if (!mod->ownerAura || !mod->ownerAura->GetAuraCharges())
continue;
+
// check if mod affected this spell
Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
if (iterMod == spell->m_appliedMods.end())
continue;
+
// remove from list
spell->m_appliedMods.erase(iterMod);
+
if (mod->ownerAura->DropAuraCharge())
itr = m_spellMods[i].begin();
}
}
}
+
void Player::DropModCharge(SpellModifier * mod, Spell * spell)
{
if (spell && mod->ownerAura && mod->charges > 0 )
@@ -15026,14 +17664,18 @@ void Player::DropModCharge(SpellModifier * mod, Spell * spell)
spell->m_appliedMods.insert(mod->ownerAura);
}
}
+
void Player::SetSpellModTakingSpell(Spell * spell, bool apply)
{
if (!spell || (m_spellModTakingSpell && m_spellModTakingSpell != spell))
return;
+
if (apply && spell->getState() == SPELL_STATE_FINISHED)
return;
+
m_spellModTakingSpell = apply ? spell : NULL;
}
+
// send Proficiency
void Player::SendProficiency(uint8 pr1, uint32 pr2)
{
@@ -15041,6 +17683,7 @@ void Player::SendProficiency(uint8 pr1, uint32 pr2)
data << pr1 << pr2;
GetSession()->SendPacket (&data);
}
+
void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
{
QueryResult *result = NULL;
@@ -15055,17 +17698,22 @@ void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
Field *fields = result->Fetch();
uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
+
// send update if charter owner in game
Player* owner = objmgr.GetPlayer(ownerguid);
if(owner)
owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
+
} while ( result->NextRow() );
+
delete result;
+
if(type==10)
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
else
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
}
+
CharacterDatabase.BeginTransaction();
if(type == 10)
{
@@ -15079,11 +17727,13 @@ void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
}
CharacterDatabase.CommitTransaction();
}
+
void Player::LeaveAllArenaTeams(uint64 guid)
{
QueryResult *result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid));
if(!result)
return;
+
do
{
Field *fields = result->Fetch();
@@ -15095,50 +17745,63 @@ void Player::LeaveAllArenaTeams(uint64 guid)
at->DelMember(guid);
}
} while (result->NextRow());
+
delete result;
}
+
void Player::SetRestBonus (float rest_bonus_new)
{
// Prevent resting on max level
if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
rest_bonus_new = 0;
+
if(rest_bonus_new < 0)
rest_bonus_new = 0;
+
float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
+
if(rest_bonus_new > rest_bonus_max)
m_rest_bonus = rest_bonus_max;
else
m_rest_bonus = rest_bonus_new;
+
// update data for client
if(m_rest_bonus>10)
SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
else if(m_rest_bonus<=1)
SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
+
//RestTickUpdate
SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
}
+
void Player::HandleStealthedUnitsDetection()
{
std::list<Unit*> stealthedUnits;
Trinity::AnyStealthedCheck u_check;
Trinity::UnitListSearcher<Trinity::AnyStealthedCheck > searcher(this, stealthedUnits, u_check);
VisitNearbyObject(GetMap()->GetVisibilityDistance(), searcher);
+
for (std::list<Unit*>::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i)
{
if((*i)==this)
continue;
+
bool hasAtClient = HaveAtClient((*i));
bool hasDetected = canSeeOrDetect(*i, true);
+
if (hasDetected)
{
if(!hasAtClient)
{
(*i)->SendUpdateToPlayer(this);
m_clientGUIDs.insert((*i)->GetGUID());
+
#ifdef MANGOS_DEBUG
if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
#endif
+
// target aura duration for caster show only if target exist at caster client
// send data at target visibility change (adding to client)
SendInitialVisiblePackets(*i);
@@ -15154,10 +17817,12 @@ void Player::HandleStealthedUnitsDetection()
}
}
}
+
bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/)
{
if(nodes.size() < 2)
return false;
+
// not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root
if(GetSession()->isLogingOut() || isInCombat() || hasUnitState(UNIT_STAT_STUNNED) || hasUnitState(UNIT_STAT_ROOT))
{
@@ -15166,8 +17831,10 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc
GetSession()->SendPacket(&data);
return false;
}
+
if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return false;
+
// taximaster case
if(npc)
{
@@ -15179,6 +17846,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc
GetSession()->SendPacket(&data);
return false;
}
+
if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
{
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
@@ -15186,6 +17854,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc
GetSession()->SendPacket(&data);
return false;
}
+
// not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
if(IsNonMeleeSpellCasted(false))
{
@@ -15199,17 +17868,23 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc
else
{
RemoveAurasByType(SPELL_AURA_MOUNTED);
+
if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
+
if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL))
if (spell->m_spellInfo->Id != spellid)
InterruptSpell(CURRENT_GENERIC_SPELL,false);
+
InterruptSpell(CURRENT_AUTOREPEAT_SPELL,false);
+
if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (spell->m_spellInfo->Id != spellid)
InterruptSpell(CURRENT_CHANNELED_SPELL,true);
}
+
uint32 sourcenode = nodes[0];
+
// starting node too far away (cheat?)
TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
if (!node)
@@ -15219,6 +17894,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc
GetSession()->SendPacket(&data);
return false;
}
+
// check node starting pos data set case if provided
if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f)
{
@@ -15242,39 +17918,55 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc
GetSession()->SendPacket(&data);
return false;
}
+
// Prepare to flight start now
+
// stop combat at start taxi flight if any
CombatStop();
+
StopCastingCharm();
StopCastingBindSight();
ExitVehicle();
+
// stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
TradeCancel(true);
+
// clean not finished taxi path if any
m_taxi.ClearTaxiDestinations();
+
// 0 element current node
m_taxi.AddTaxiDestination(sourcenode);
+
// fill destinations path tail
uint32 sourcepath = 0;
uint32 totalcost = 0;
+
uint32 prevnode = sourcenode;
uint32 lastnode = 0;
+
for(uint32 i = 1; i < nodes.size(); ++i)
{
uint32 path, cost;
+
lastnode = nodes[i];
objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
+
if(!path)
{
m_taxi.ClearTaxiDestinations();
return false;
}
+
totalcost += cost;
+
if(prevnode == sourcenode)
sourcepath = path;
+
m_taxi.AddTaxiDestination(lastnode);
+
prevnode = lastnode;
}
+
// get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
//
// Hack-Fix for Alliance not being able to use Acherus taxi. There is
@@ -15282,6 +17974,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc
// change but I couldn't find a suitable alternative. OK to use class because only DK
// can use this taxi.
uint32 mount_display_id = objmgr.GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL || (sourcenode == 315 && getClass() == CLASS_DEATH_KNIGHT));
+
// in spell case allow 0 model
if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0)
{
@@ -15291,9 +17984,12 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc
m_taxi.ClearTaxiDestinations();
return false;
}
+
uint32 money = GetMoney();
+
if (npc)
totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
+
if(money < totalcost)
{
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
@@ -15302,12 +17998,15 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc
m_taxi.ClearTaxiDestinations();
return false;
}
+
//Checks and preparations done, DO FLIGHT
ModifyMoney(-(int32)totalcost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1);
+
// prevent stealth flight
//RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
+
if (sWorld.getConfig(CONFIG_INSTANT_TAXI))
{
TaxiNodesEntry const* lastnode = sTaxiNodesStore.LookupEntry(nodes[nodes.size()-1]);
@@ -15325,17 +18024,22 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc
}
return true;
}
+
bool Player::ActivateTaxiPathTo( uint32 taxi_path_id, uint32 spellid /*= 0*/ )
{
TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
if(!entry)
return false;
+
std::vector<uint32> nodes;
+
nodes.resize(2);
nodes[0] = entry->from;
nodes[1] = entry->to;
+
return ActivateTaxiPathTo(nodes,NULL,spellid);
}
+
void Player::CleanupAfterTaxiFlight()
{
m_taxi.ClearTaxiDestinations(); // not destinations, clear source node
@@ -15343,46 +18047,60 @@ void Player::CleanupAfterTaxiFlight()
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
getHostilRefManager().setOnlineOfflineState(true);
}
+
void Player::ContinueTaxiFlight()
{
uint32 sourceNode = m_taxi.GetTaxiSource();
if (!sourceNode)
return;
+
sLog.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() );
+
uint32 mountDisplayId = objmgr.GetTaxiMountDisplayId(sourceNode, GetTeam(),true);
uint32 path = m_taxi.GetCurrentTaxiPath();
+
// search appropriate start path node
uint32 startNode = 0;
+
TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];
+
float distPrev = MAP_SIZE*MAP_SIZE;
float distNext =
(nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+
(nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+
(nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ());
+
for(uint32 i = 1; i < nodeList.size(); ++i)
{
TaxiPathNode const& node = nodeList[i];
TaxiPathNode const& prevNode = nodeList[i-1];
+
// skip nodes at another map
if(node.mapid != GetMapId())
continue;
+
distPrev = distNext;
+
distNext =
(node.x-GetPositionX())*(node.x-GetPositionX())+
(node.y-GetPositionY())*(node.y-GetPositionY())+
(node.z-GetPositionZ())*(node.z-GetPositionZ());
+
float distNodes =
(node.x-prevNode.x)*(node.x-prevNode.x)+
(node.y-prevNode.y)*(node.y-prevNode.y)+
(node.z-prevNode.z)*(node.z-prevNode.z);
+
if(distNext + distPrev < distNodes)
{
startNode = i;
break;
}
}
+
GetSession()->SendDoFlight(mountDisplayId, path, startNode);
}
+
void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
{
// last check 2.0.10
@@ -15401,11 +18119,14 @@ void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
ASSERT(spellInfo);
continue;
}
+
// Not send cooldown for this spells
if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
continue;
+
if(spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE)
continue;
+
if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
{
data << uint32(unSpellId);
@@ -15415,6 +18136,7 @@ void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
}
GetSession()->SendPacket(&data);
}
+
void Player::InitDataForForm(bool reapplyMods)
{
SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
@@ -15426,6 +18148,7 @@ void Player::InitDataForForm(bool reapplyMods)
}
else
SetRegularAttackTime();
+
switch(m_form)
{
case FORM_GHOUL:
@@ -15450,12 +18173,15 @@ void Player::InitDataForForm(bool reapplyMods)
break;
}
}
+
// update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
if (!reapplyMods)
UpdateEquipSpellsAtFormChange();
+
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
}
+
void Player::InitDisplayIds()
{
PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
@@ -15464,6 +18190,7 @@ void Player::InitDisplayIds()
sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
return;
}
+
uint8 gender = getGender();
switch(gender)
{
@@ -15480,22 +18207,27 @@ void Player::InitDisplayIds()
return;
}
}
+
// Return true is the bought item has a max count to force refresh of window by caller
bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint8 bag, uint8 slot)
{
// cheating attempt
if (count < 1) count = 1;
+
// cheating attempt
if(slot > MAX_BAG_SIZE && slot !=NULL_SLOT)
return false;
+
if (!isAlive())
return false;
+
ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
if (!pProto)
{
SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
return false;
}
+
Creature *pCreature = GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR);
if (!pCreature)
{
@@ -15503,19 +18235,23 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint
SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
return false;
}
+
VendorItemData const* vItems = pCreature->GetVendorItems();
if(!vItems || vItems->Empty())
{
SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
+
size_t vendor_slot = vItems->FindItemSlot(item);
if (vendor_slot >= vItems->GetItemCount())
{
SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
+
VendorItem const* crItem = vItems->m_items[vendor_slot];
+
// check current item amount if it limited
if (crItem->maxcount != 0)
{
@@ -15525,6 +18261,7 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint
return false;
}
}
+
if (pProto->RequiredReputationFaction && (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank))
{
SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
@@ -15538,6 +18275,7 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint
return false;
}
}
+
if (crItem->ExtendedCost)
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
@@ -15546,18 +18284,21 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint
sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
return false;
}
+
// honor points price
if (GetHonorPoints() < (iece->reqhonorpoints * count))
{
SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
return false;
}
+
// arena points price
if (GetArenaPoints() < (iece->reqarenapoints * count))
{
SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
return false;
}
+
// item base price
for (uint8 i = 0; i < 5; ++i)
{
@@ -15567,6 +18308,7 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint
return false;
}
}
+
// check for personal arena rating requirement
if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
{
@@ -15575,14 +18317,18 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint
return false;
}
}
+
uint32 price = pProto->BuyPrice * count;
+
// reputation discount
price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
+
if (GetMoney() < price)
{
SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
return false;
}
+
if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
{
ItemPosCountVec dest;
@@ -15592,6 +18338,7 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint
SendEquipError( msg, NULL, NULL );
return false;
}
+
ModifyMoney( -(int32)price );
if (crItem->ExtendedCost) // case for new honor system
{
@@ -15606,15 +18353,18 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint
DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
}
}
+
if (Item *it = StoreNewItem( dest, item, true ))
{
uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
+
WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
data << pCreature->GetGUID();
data << (uint32)(vendor_slot+1); // numbered from 1 at client
data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
data << (uint32)count;
GetSession()->SendPacket(&data);
+
SendNewItem(it, pProto->BuyCount*count, true, false, false);
}
}
@@ -15625,6 +18375,7 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint
SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
return false;
}
+
uint16 dest;
uint8 msg = CanEquipNewItem( slot, dest, item, false );
if (msg != EQUIP_ERR_OK)
@@ -15632,6 +18383,7 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint
SendEquipError( msg, NULL, NULL );
return false;
}
+
ModifyMoney( -(int32)price );
if (crItem->ExtendedCost) // case for new honor system
{
@@ -15646,16 +18398,20 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint
DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
}
}
+
if (Item *it = EquipNewItem( dest, item, true ))
{
uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
+
WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
data << pCreature->GetGUID();
data << (uint32)(vendor_slot+1); // numbered from 1 at client
data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
data << (uint32)count;
GetSession()->SendPacket(&data);
+
SendNewItem(it, pProto->BuyCount*count, true, false, false);
+
AutoUnequipOffhandIfNeed();
}
}
@@ -15664,8 +18420,10 @@ bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint
SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
return false;
}
+
return crItem->maxcount != 0;
}
+
uint32 Player::GetMaxPersonalArenaRatingRequirement()
{
// returns the maximal personal arena rating that can be used to purchase items requiring this condition
@@ -15685,6 +18443,7 @@ uint32 Player::GetMaxPersonalArenaRatingRequirement()
}
return max_personal_rating;
}
+
void Player::UpdateHomebindTime(uint32 time)
{
// GMs never get homebind timer online
@@ -15723,6 +18482,7 @@ void Player::UpdateHomebindTime(uint32 time)
sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
}
}
+
void Player::UpdatePvPState(bool onlyFFA)
{
// TODO: should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled?
@@ -15742,8 +18502,10 @@ void Player::UpdatePvPState(bool onlyFFA)
for(ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
(*itr)->RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
}
+
if(onlyFFA)
return;
+
if(pvpInfo.inHostileArea) // in hostile area
{
if(!IsPvP() || pvpInfo.endTimer != 0)
@@ -15755,6 +18517,7 @@ void Player::UpdatePvPState(bool onlyFFA)
pvpInfo.endTimer = time(0); // start toggle-off
}
}
+
void Player::UpdatePvP(bool state, bool override)
{
if(!state || override)
@@ -15770,15 +18533,18 @@ void Player::UpdatePvP(bool state, bool override)
SetPvP(state);
}
}
+
void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
{
// init cooldown values
uint32 cat = 0;
int32 rec = -1;
int32 catrec = -1;
+
// some special item spells without correct cooldown in SpellInfo
// cooldown information stored in item prototype
// This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
+
if(itemId)
{
if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
@@ -15795,6 +18561,7 @@ void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 it
}
}
}
+
// if no cooldown found above then base at DBC data
if(rec < 0 && catrec < 0)
{
@@ -15802,9 +18569,12 @@ void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 it
rec = spellInfo->RecoveryTime;
catrec = spellInfo->CategoryRecoveryTime;
}
+
time_t curTime = time(NULL);
+
time_t catrecTime;
time_t recTime;
+
// overwrite time for selected category
if(infinityCooldown)
{
@@ -15819,23 +18589,30 @@ void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 it
// prevent 0 cooldowns set by another way
if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT))
rec = GetAttackTime(RANGED_ATTACK);
+
// Now we have cooldown data (if found any), time to apply mods
if(rec > 0)
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
+
if(catrec > 0)
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
+
// replace negative cooldowns by 0
if (rec < 0) rec = 0;
if (catrec < 0) catrec = 0;
+
// no cooldown after applying spell mods
if( rec == 0 && catrec == 0)
return;
+
catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0;
recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;
}
+
// self spell cooldown
if(recTime > 0)
AddSpellCooldown(spellInfo->Id, itemId, recTime);
+
// category spells
if (cat && catrec > 0)
{
@@ -15846,11 +18623,13 @@ void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 it
{
if(*i_scset == spellInfo->Id) // skip main spell, already handled above
continue;
+
AddSpellCooldown(*i_scset, itemId, catrecTime);
}
}
}
}
+
void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
{
SpellCooldown sc;
@@ -15858,21 +18637,25 @@ void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
sc.itemid = itemid;
m_spellCooldowns[spellid] = sc;
}
+
void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
{
// start cooldowns at server side, if any
AddSpellAndCategoryCooldowns(spellInfo,itemId,spell);
+
// Send activate cooldown timer (possible 0) at client side
WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
data << spellInfo->Id;
data << GetGUID();
SendDirectMessage(&data);
}
+
void Player::UpdatePotionCooldown(Spell* spell)
{
// no potion used i combat or still in combat
if(!m_lastPotionId || isInCombat())
return;
+
// Call not from spell cast, send cooldown event for item spells if no in combat
if(!spell)
{
@@ -15886,17 +18669,23 @@ void Player::UpdatePotionCooldown(Spell* spell)
// from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
else
SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
+
m_lastPotionId = 0;
}
+
//slot to be excluded while counting
bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
{
if(!enchantmentcondition)
return true;
+
SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
+
if(!Condition)
return true;
+
uint8 curcount[4] = {0, 0, 0, 0};
+
//counting current equipped gem colors
for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
@@ -15910,19 +18699,25 @@ bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if(!enchant_id)
continue;
+
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!enchantEntry)
continue;
+
uint32 gemid = enchantEntry->GemID;
if(!gemid)
continue;
+
ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
if(!gemProto)
continue;
+
GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
if(!gemProperty)
continue;
+
uint8 GemColor = gemProperty->color;
+
for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
{
if(tmpcolormask & GemColor)
@@ -15931,14 +18726,19 @@ bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
}
}
}
+
bool activate = true;
+
for(uint8 i = 0; i < 5; i++)
{
if(!Condition->Color[i])
continue;
+
uint32 _cur_gem = curcount[Condition->Color[i] - 1];
+
// if have <CompareColor> use them as count, else use <value> from Condition
uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
+
switch(Condition->Comparator[i])
{
case 2: // requires less <color> than (<value> || <comparecolor>) gems
@@ -15952,9 +18752,12 @@ bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
break;
}
}
+
sLog.outDebug("Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s", enchantmentcondition, curcount[0], curcount[1], curcount[2], curcount[3], activate ? "yes" : "no");
+
return activate;
}
+
void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
{
//cycle all equipped items
@@ -15963,17 +18766,22 @@ void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
//enchants for the slot being socketed are handled by Player::ApplyItemMods
if(slot == exceptslot)
continue;
+
Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
+
if(!pItem || !pItem->GetProto()->Socket[0].Color)
continue;
+
for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if(!enchant_id)
continue;
+
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!enchantEntry)
continue;
+
uint32 condition = enchantEntry->EnchantmentCondition;
if(condition)
{
@@ -15990,6 +18798,7 @@ void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
}
}
}
+
//if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
{
@@ -15999,18 +18808,23 @@ void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
//enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
if(slot == exceptslot)
continue;
+
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
+
if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
continue;
+
//cycle all (gem)enchants
for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if(!enchant_id) //if no enchant go to next enchant(slot)
continue;
+
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!enchantEntry)
continue;
+
//only metagems to be (de)activated, so only enchants with condition
uint32 condition = enchantEntry->EnchantmentCondition;
if(condition)
@@ -16018,6 +18832,7 @@ void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
}
}
}
+
void Player::SetBattleGroundEntryPoint()
{
// Taxi path store
@@ -16026,6 +18841,7 @@ void Player::SetBattleGroundEntryPoint()
m_bgData.mountSpell = 0;
m_bgData.taxiPath[0] = m_taxi.GetTaxiSource();
m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination();
+
// On taxi we don't need check for dungeon
m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
return;
@@ -16033,6 +18849,7 @@ void Player::SetBattleGroundEntryPoint()
else
{
m_bgData.ClearTaxiPath();
+
// Mount spell id storing
if (IsMounted())
{
@@ -16042,6 +18859,7 @@ void Player::SetBattleGroundEntryPoint()
}
else
m_bgData.mountSpell = 0;
+
// If map is dungeon find linked graveyard
if(GetMap()->IsDungeon())
{
@@ -16060,14 +18878,17 @@ void Player::SetBattleGroundEntryPoint()
return;
}
}
+
// In error cases use homebind position
m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
}
+
void Player::LeaveBattleground(bool teleportToEntryPoint)
{
if(BattleGround *bg = GetBattleGround())
{
bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
+
// call after remove to be sure that player resurrected for correct cast
if( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) )
{
@@ -16079,31 +18900,38 @@ void Player::LeaveBattleground(bool teleportToEntryPoint)
ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER);
return;
}
+
CastSpell(this, SPELL_ID_DESERTER, true); // Deserter
}
}
}
}
+
bool Player::CanJoinToBattleground() const
{
// check Deserter debuff
if(HasAura(SPELL_ID_DESERTER))
return false;
+
return true;
}
+
bool Player::CanReportAfkDueToLimit()
{
// a player can complain about 15 people per 5 minutes
if(m_bgData.bgAfkReportedCount++ >= 15)
return false;
+
return true;
}
+
///This player has been blamed to be inactive in a battleground
void Player::ReportedAfkBy(Player* reporter)
{
BattleGround *bg = GetBattleGround();
if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
return;
+
// check if player has 'Idle' or 'Inactive' debuff
if(m_bgData.bgAfkReporter.find(reporter->GetGUIDLow())==m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit())
{
@@ -16117,6 +18945,7 @@ void Player::ReportedAfkBy(Player* reporter)
}
}
}
+
WorldLocation Player::GetStartPosition() const
{
PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
@@ -16125,14 +18954,17 @@ WorldLocation Player::GetStartPosition() const
mapId = 0;
return WorldLocation(mapId, info->positionX, info->positionY, info->positionZ, 0);
}
+
bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const
{
// Always can see self
if (m_mover == u || this == u)
return true;
+
// phased visibility (both must phased in same way)
if(!InSamePhase(u))
return false;
+
// player visible for other player if not logout and at same transport
// including case when player is out of world
bool at_same_transport =
@@ -16140,24 +18972,30 @@ bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool
&& !GetSession()->PlayerLogout() && !((Player*)u)->GetSession()->PlayerLogout()
&& !GetSession()->PlayerLoading() && !((Player*)u)->GetSession()->PlayerLoading()
&& GetTransport() == ((Player*)u)->GetTransport();
+
// not in world
if(!at_same_transport && (!IsInWorld() || !u->IsInWorld()))
return false;
+
// forbidden to seen (at GM respawn command)
//if(u->GetVisibility() == VISIBILITY_RESPAWN)
// return false;
+
Map& _map = *u->GetMap();
// Grid dead/alive checks
// non visible at grid for any stealth state
if(!u->IsVisibleInGridForPlayer(this))
return false;
+
// always seen by owner
if(uint64 guid = u->GetCharmerOrOwnerGUID())
if(GetGUID() == guid)
return true;
+
if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
if(u->GetGUID() == guid)
return true;
+
// different visible distance checks
if(isInFlight()) // what see player in flight
{
@@ -16190,6 +19028,7 @@ bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool
, is3dDistance))
return false;
}
+
if(u->GetVisibility() == VISIBILITY_OFF)
{
// GMs see any players, not higher GMs and all units
@@ -16202,6 +19041,7 @@ bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool
}
return false;
}
+
// GM's can see everyone with invisibilitymask with less or equal security level
if(m_mover->m_invisibilityMask || u->m_invisibilityMask)
{
@@ -16212,11 +19052,13 @@ bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool
else
return true;
}
+
// player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting)
if(!m_mover->canDetectInvisibilityOf(u))
if(!(u->GetTypeId()==TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(((Player*)u))))
return false;
}
+
// GM invisibility checks early, invisibility if any detectable, so if not stealth then visible
if(u->GetVisibility() == VISIBILITY_GROUP_STEALTH && !isGameMaster())
{
@@ -16230,16 +19072,19 @@ bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool
if(!detect || !m_mover->canDetectStealthOf(u, GetDistance(u)))
return false;
}
+
// If use this server will be too laggy
// Now check is target visible with LoS
//return u->IsWithinLOS(GetPositionX(),GetPositionY(),GetPositionZ());
return true;
}
+
bool Player::IsVisibleInGridForPlayer( Player const * pl ) const
{
// gamemaster in GM mode see all, including ghosts
if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
return true;
+
// It seems in battleground everyone sees everyone, except the enemy-faction ghosts
if (InBattleGround())
{
@@ -16247,14 +19092,17 @@ bool Player::IsVisibleInGridForPlayer( Player const * pl ) const
return false;
return true;
}
+
// Live player see live player or dead player with not realized corpse
if(pl->isAlive() || pl->m_deathTimer > 0)
{
return isAlive() || m_deathTimer > 0;
}
+
// Ghost see other friendly ghosts, that's for sure
if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
return true;
+
// Dead player see live players near own corpse
if(isAlive())
{
@@ -16266,39 +19114,49 @@ bool Player::IsVisibleInGridForPlayer( Player const * pl ) const
return true;
}
}
+
// and not see any other
return false;
}
+
bool Player::IsVisibleGloballyFor( Player* u ) const
{
if(!u)
return false;
+
// Always can see self
if (u==this)
return true;
+
// Visible units, always are visible for all players
if (GetVisibility() == VISIBILITY_ON)
return true;
+
// GMs are visible for higher gms (or players are visible for gms)
if (u->GetSession()->GetSecurity() > SEC_PLAYER)
return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
+
// non faction visibility non-breakable for non-GMs
if (GetVisibility() == VISIBILITY_OFF)
return false;
+
// non-gm stealth/invisibility not hide from global player lists
return true;
}
+
template<class T>
inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
{
s64.insert(target->GetGUID());
}
+
template<>
inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
{
if(!target->IsTransport())
s64.insert(target->GetGUID());
}
+
void Player::UpdateVisibilityOf(WorldObject* target)
{
if(HaveAtClient(target))
@@ -16307,6 +19165,7 @@ void Player::UpdateVisibilityOf(WorldObject* target)
{
target->DestroyForPlayer(this);
m_clientGUIDs.erase(target->GetGUID());
+
#ifdef TRINITY_DEBUG
if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
@@ -16319,12 +19178,15 @@ void Player::UpdateVisibilityOf(WorldObject* target)
{
//if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle)
// UpdateVisibilityOf(((Unit*)target)->m_Vehicle);
+
target->SendUpdateToPlayer(this);
UpdateVisibilityOf_helper(m_clientGUIDs, target);
+
#ifdef TRINITY_DEBUG
if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
#endif
+
// target aura duration for caster show only if target exist at caster client
// send data at target visibility change (adding to client)
if(target->isType(TYPEMASK_UNIT))
@@ -16332,6 +19194,7 @@ void Player::UpdateVisibilityOf(WorldObject* target)
}
}
}
+
void Player::SendInitialVisiblePackets(Unit* target)
{
SendAurasForTarget(target);
@@ -16343,6 +19206,7 @@ void Player::SendInitialVisiblePackets(Unit* target)
target->SendMeleeAttackStart(target->getVictim());
}
}
+
template<class T>
void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<WorldObject*>& visibleNow)
{
@@ -16352,6 +19216,7 @@ void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<WorldObjec
{
target->BuildOutOfRangeUpdateBlock(&data);
m_clientGUIDs.erase(target->GetGUID());
+
#ifdef TRINITY_DEBUG
if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
sLog.outDebug("Object %u (Type: %u, Entry: %u) is out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target));
@@ -16364,9 +19229,11 @@ void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<WorldObjec
{
//if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle)
// UpdateVisibilityOf(((Unit*)target)->m_Vehicle, data, visibleNow);
+
visibleNow.insert(target);
target->BuildCreateUpdateBlockForPlayer(&data, this);
UpdateVisibilityOf_helper(m_clientGUIDs,target);
+
#ifdef TRINITY_DEBUG
if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
sLog.outDebug("Object %u (Type: %u, Entry: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target));
@@ -16374,27 +19241,32 @@ void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<WorldObjec
}
}
}
+
template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
+
void Player::InitPrimaryProfessions()
{
SetFreePrimaryProfessions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
}
+
Unit * Player::GetSelectedUnit() const
{
if(m_curSelection)
return ObjectAccessor::GetUnit(*this, m_curSelection);
return NULL;
}
+
Player * Player::GetSelectedPlayer() const
{
if(m_curSelection)
return ObjectAccessor::GetPlayer(*this, m_curSelection);
return NULL;
}
+
void Player::SendComboPoints()
{
Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
@@ -16413,13 +19285,17 @@ void Player::SendComboPoints()
GetSession()->SendPacket(&data);
}
}
+
void Player::AddComboPoints(Unit* target, int8 count, Spell * spell)
{
if(!count)
return;
+
int8 * comboPoints = spell ? &spell->m_comboPointGain : &m_comboPoints;
+
// without combo points lost (duration checked in aura)
RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
+
if(target->GetGUID() == m_comboTarget)
{
*comboPoints += count;
@@ -16429,36 +19305,50 @@ void Player::AddComboPoints(Unit* target, int8 count, Spell * spell)
if(m_comboTarget)
if(Unit* target2 = ObjectAccessor::GetUnit(*this,m_comboTarget))
target2->RemoveComboPointHolder(GetGUIDLow());
+
m_comboTarget = target->GetGUID();
*comboPoints = count;
+
target->AddComboPointHolder(GetGUIDLow());
}
+
if (*comboPoints > 5) *comboPoints = 5;
else if (*comboPoints < 0) *comboPoints = 0;
+
if (!spell)
SendComboPoints();
}
+
void Player::GainSpellComboPoints(int8 count)
{
if(!count)
return;
+
m_comboPoints += count;
if (m_comboPoints > 5) m_comboPoints = 5;
else if (m_comboPoints < 0) m_comboPoints = 0;
+
SendComboPoints();
}
+
void Player::ClearComboPoints()
{
if(!m_comboTarget)
return;
+
// without combopoints lost (duration checked in aura)
RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
+
m_comboPoints = 0;
+
SendComboPoints();
+
if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
target->RemoveComboPointHolder(GetGUIDLow());
+
m_comboTarget = 0;
}
+
void Player::SetGroup(Group *group, int8 subgroup)
{
if(group == NULL)
@@ -16471,45 +19361,58 @@ void Player::SetGroup(Group *group, int8 subgroup)
m_group.setSubGroup((uint8)subgroup);
}
}
+
void Player::SendInitialPacketsBeforeAddToMap()
{
WorldPacket data(SMSG_SET_REST_START_OBSOLETE, 4);
data << uint32(0); // unknown, may be rest state time or experience
GetSession()->SendPacket(&data);
+
GetSocial()->SendSocialList();
+
// Homebind
data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
data << m_homebindX << m_homebindY << m_homebindZ;
data << (uint32) m_homebindMapId;
data << (uint32) m_homebindZoneId;
GetSession()->SendPacket(&data);
+
// SMSG_SET_PROFICIENCY
// SMSG_UPDATE_AURA_DURATION
+
SendTalentsInfoData(false);
SendInitialSpells();
+
data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
data << uint32(0); // count, for(count) uint32;
GetSession()->SendPacket(&data);
+
SendInitialActionButtons();
m_reputationMgr.SendInitialReputations();
m_achievementMgr.SendAllAchievementData();
+
SendEquipmentSetList();
+
data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
data << (float)0.01666667f; // game speed
data << uint32(0); // added in 3.1.2
GetSession()->SendPacket( &data );
}
+
void Player::SendInitialPacketsAfterAddToMap()
{
// update zone
uint32 newzone, newarea;
GetZoneAndAreaId(newzone,newarea);
UpdateZone(newzone,newarea); // also call SendInitWorldStates();
+
WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
data << uint32(0x00000000); // on blizz it increments periodically
GetSession()->SendPacket(&data);
+
CastSpell(this, SPELL_ID_LOGINEFFECT, true); // LOGINEFFECT
+
// set some aura effects that send packet to player client after add player to map
// SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
// same auras state lost at far teleport, send it one more time in this case also
@@ -16525,8 +19428,10 @@ void Player::SendInitialPacketsAfterAddToMap()
if(!auraList.empty())
auraList.front()->ApplyModifier(true,true);
}
+
if(HasAuraType(SPELL_AURA_MOD_STUN))
SetMovement(MOVE_ROOT);
+
// manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
if(HasAuraType(SPELL_AURA_MOD_ROOT))
{
@@ -16535,21 +19440,25 @@ void Player::SendInitialPacketsAfterAddToMap()
data2 << (uint32)2;
SendMessageToSet(&data2,true);
}
+
SendAurasForTarget(this);
SendEnchantmentDurations(); // must be after add to map
SendItemDurations(); // must be after add to map
}
+
void Player::SendUpdateToOutOfRangeGroupMembers()
{
if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
return;
if(Group* group = GetGroup())
group->UpdatePlayerOutOfRange(this);
+
m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
m_auraRaidUpdateMask = 0;
if(Pet *pet = GetPet())
pet->ResetAuraUpdateMaskForRaid();
}
+
void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
{
WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
@@ -16565,6 +19474,7 @@ void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
}
GetSession()->SendPacket(&data);
}
+
void Player::SendInstanceResetWarning( uint32 mapid, uint32 difficulty, uint32 time )
{
// type of warning, based on the time remaining until reset
@@ -16577,6 +19487,7 @@ void Player::SendInstanceResetWarning( uint32 mapid, uint32 difficulty, uint32 t
type = RAID_INSTANCE_WARNING_MIN;
else
type = RAID_INSTANCE_WARNING_MIN_SOON;
+
WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4);
data << uint32(type);
data << uint32(mapid);
@@ -16589,33 +19500,42 @@ void Player::SendInstanceResetWarning( uint32 mapid, uint32 difficulty, uint32 t
}
GetSession()->SendPacket(&data);
}
+
void Player::ApplyEquipCooldown( Item * pItem )
{
for(uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = pItem->GetProto()->Spells[i];
+
// no spell
if( !spellData.SpellId )
continue;
+
// wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
continue;
+
AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
+
WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
data << pItem->GetGUID();
data << uint32(spellData.SpellId);
GetSession()->SendPacket(&data);
}
}
+
void Player::resetSpells(bool myClassOnly)
{
// not need after this call
if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true);
+
// make full copy of map (spells removed and marked as deleted at another spell remove
// and we can't use original map for safe iterative with visit each spell at loop end
PlayerSpellMap smap = GetSpellMap();
+
uint32 family;
+
if(myClassOnly)
{
ChrClassesEntry const* clsEntry = sChrClassesStore.LookupEntry(getClass());
@@ -16623,6 +19543,7 @@ void Player::resetSpells(bool myClassOnly)
return;
family = clsEntry->spellfamily;
}
+
for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
{
if(myClassOnly)
@@ -16630,28 +19551,35 @@ void Player::resetSpells(bool myClassOnly)
SpellEntry const *spellInfo = sSpellStore.LookupEntry(iter->first);
if(!spellInfo)
continue;
+
// skip server-side/triggered spells
if(spellInfo->spellLevel == 0)
continue;
+
// skip wrong class/race skills
if(!IsSpellFitByClassAndRace(spellInfo->Id))
continue;
+
// skip other spell families
if(spellInfo->SpellFamilyName != family)
continue;
+
// skip spells with first rank learned as talent (and all talents then also)
uint32 first_rank = spellmgr.GetFirstSpellInChain(spellInfo->Id);
if(GetTalentSpellCost(first_rank) > 0)
continue;
+
// skip broken spells
if(!SpellMgr::IsSpellValid(spellInfo,this,false))
continue;
}
removeSpell(iter->first,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
}
+
learnDefaultSpells();
learnQuestRewardedSpells();
}
+
void Player::learnDefaultSpells()
{
// learn default race/class spells
@@ -16666,15 +19594,19 @@ void Player::learnDefaultSpells()
learnSpell(tspell,true);
}
}
+
void Player::learnQuestRewardedSpells(Quest const* quest)
{
uint32 spell_id = quest->GetRewSpellCast();
+
// skip quests without rewarded spell
if( !spell_id )
return;
+
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
if(!spellInfo)
return;
+
// check learned spells state
bool found = false;
for(uint8 i=0; i < 3; ++i)
@@ -16685,9 +19617,11 @@ void Player::learnQuestRewardedSpells(Quest const* quest)
break;
}
}
+
// skip quests with not teaching spell or already known spell
if(!found)
return;
+
// prevent learn non first rank unknown profession and second specialization for same profession)
uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
@@ -16696,10 +19630,13 @@ void Player::learnQuestRewardedSpells(Quest const* quest)
uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
if( !HasSpell(first_spell) )
return;
+
SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
if(!learnedInfo)
return;
+
uint32 profSpell = spellmgr.GetSpellRequired(learned_0);
+
// specialization
if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0 && profSpell)
{
@@ -16708,20 +19645,25 @@ void Player::learnQuestRewardedSpells(Quest const* quest)
{
if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
continue;
+
SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
if(!itrInfo)
return;
+
// compare only specializations
if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
continue;
+
// compare same chain spells
if (spellmgr.GetSpellRequired(itr->first) == profSpell)
return;
}
}
}
+
CastSpell( this, spell_id, true);
}
+
void Player::learnQuestRewardedSpells()
{
// learn spells received from quest completing
@@ -16730,12 +19672,15 @@ void Player::learnQuestRewardedSpells()
// skip no rewarded quests
if(!itr->second.m_rewarded)
continue;
+
Quest const* quest = objmgr.GetQuestTemplate(itr->first);
if( !quest )
continue;
+
learnQuestRewardedSpells(quest);
}
}
+
void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
{
uint32 raceMask = getRaceMask();
@@ -16751,6 +19696,7 @@ void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
// Check class if set
if (pAbility->classmask && !(pAbility->classmask & classMask))
continue;
+
if (sSpellStore.LookupEntry(pAbility->spellId))
{
// need unlearn spell
@@ -16764,24 +19710,29 @@ void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
}
}
}
+
void Player::SendAurasForTarget(Unit *target)
{
if(!target || target->GetVisibleAuras()->empty()) // speedup things
return;
+
WorldPacket data(SMSG_AURA_UPDATE_ALL);
data.append(target->GetPackGUID());
+
Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
{
Aura * aura=itr->second;
data << uint8(aura->GetAuraSlot());
data << uint32(aura->GetId());
+
// flags
data << aura->m_auraFlags;
// level
data << aura->m_auraLevel;
// charges
data << uint8(aura->GetStackAmount()>1 ? aura->GetStackAmount() : aura->GetAuraCharges());
+
if(!(aura->m_auraFlags & AFLAG_CASTER))
{
if (Unit * caster = aura->GetCaster())
@@ -16789,14 +19740,17 @@ void Player::SendAurasForTarget(Unit *target)
else
data << uint8(0);
}
+
if(aura->m_auraFlags & AFLAG_DURATION) // include aura duration
{
data << uint32(aura->GetAuraMaxDuration());
data << uint32(aura->GetAuraDuration());
}
}
+
GetSession()->SendPacket(&data);
}
+
void Player::SetDailyQuestStatus( uint32 quest_id )
{
for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
@@ -16810,43 +19764,54 @@ void Player::SetDailyQuestStatus( uint32 quest_id )
}
}
}
+
void Player::ResetDailyQuestStatus()
{
for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
+
// DB data deleted in caller
m_DailyQuestChanged = false;
m_lastDailyQuestTime = 0;
}
+
BattleGround* Player::GetBattleGround() const
{
if(GetBattleGroundId()==0)
return NULL;
+
return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID);
}
+
bool Player::InArena() const
{
BattleGround *bg = GetBattleGround();
if(!bg || !bg->isArena())
return false;
+
return true;
}
+
bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
{
// get a template bg instead of running one
BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if(!bg)
return false;
+
if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
return false;
+
return true;
}
+
BGQueueIdBasedOnLevel Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId) const
{
//returned to hardcoded version of this function, because there is no way to code it dynamic
uint32 level = getLevel();
if( bgTypeId == BATTLEGROUND_AV )
level--;
+
uint32 queue_id = (level / 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
if( queue_id >= MAX_BATTLEGROUND_QUEUES )
{
@@ -16855,35 +19820,45 @@ BGQueueIdBasedOnLevel Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId
}
return BGQueueIdBasedOnLevel(queue_id);
}
+
float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
{
FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
if(!vendor_faction || !vendor_faction->faction)
return 1.0f;
+
ReputationRank rank = GetReputationRank(vendor_faction->faction);
if(rank <= REP_NEUTRAL)
return 1.0f;
+
return 1.0f - 0.05f* (rank - REP_NEUTRAL);
}
+
bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
{
uint32 racemask = getRaceMask();
uint32 classmask = getClassMask();
+
SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
if (bounds.first==bounds.second)
return true;
+
for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
// skip wrong race skills
if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
continue;
+
// skip wrong class skills
if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
continue;
+
return true;
}
+
return false;
}
+
bool Player::HasQuestForGO(int32 GOId) const
{
for( uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
@@ -16891,21 +19866,27 @@ bool Player::HasQuestForGO(int32 GOId) const
uint32 questid = GetQuestSlotQuestId(i);
if ( questid == 0 )
continue;
+
QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
if(qs_itr == mQuestStatus.end())
continue;
+
QuestStatusData const& qs = qs_itr->second;
+
if (qs.m_status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qinfo = objmgr.GetQuestTemplate(questid);
if(!qinfo)
continue;
+
if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
continue;
+
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
{
if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
continue;
+
if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
return true;
}
@@ -16913,10 +19894,12 @@ bool Player::HasQuestForGO(int32 GOId) const
}
return false;
}
+
void Player::UpdateForQuestWorldObjects()
{
if(m_clientGUIDs.empty())
return;
+
UpdateData udata;
WorldPacket packet;
for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
@@ -16932,9 +19915,11 @@ void Player::UpdateForQuestWorldObjects()
Creature *obj = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr);
if(!obj)
continue;
+
// check if this unit requires quest specific flags
if(!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
continue;
+
SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(obj->GetEntry());
for(SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr)
{
@@ -16949,6 +19934,7 @@ void Player::UpdateForQuestWorldObjects()
udata.BuildPacket(&packet);
GetSession()->SendPacket(&packet);
}
+
void Player::SummonIfPossible(bool agree)
{
if(!agree)
@@ -16956,23 +19942,30 @@ void Player::SummonIfPossible(bool agree)
m_summon_expire = 0;
return;
}
+
// expire and auto declined
if(m_summon_expire < time(NULL))
return;
+
// stop taxi flight at summon
if(isInFlight())
{
GetMotionMaster()->MovementExpired();
CleanupAfterTaxiFlight();
}
+
// drop flag at summon
// this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
if(BattleGround *bg = GetBattleGround())
bg->EventPlayerDroppedFlag(this);
+
m_summon_expire = 0;
+
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);
+
TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
}
+
void Player::RemoveItemDurations( Item *item )
{
for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
@@ -16984,6 +19977,7 @@ void Player::RemoveItemDurations( Item *item )
}
}
}
+
void Player::AddItemDurations( Item *item )
{
if(item->GetUInt32Value(ITEM_FIELD_DURATION))
@@ -16992,14 +19986,17 @@ void Player::AddItemDurations( Item *item )
item->SendTimeUpdate(this);
}
}
+
void Player::AutoUnequipOffhandIfNeed()
{
Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
if(!offItem)
return;
+
// need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
if (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed()))
return;
+
ItemPosCountVec off_dest;
uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
if( off_msg == EQUIP_ERR_OK )
@@ -17016,18 +20013,22 @@ void Player::AutoUnequipOffhandIfNeed()
offItem->DeleteFromInventoryDB(); // deletes item from character's inventory
offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
CharacterDatabase.CommitTransaction();
+
std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
}
}
+
OutdoorPvP * Player::GetOutdoorPvP() const
{
return sOutdoorPvPMgr.GetOutdoorPvPToZoneId(GetZoneId());
}
+
bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
{
if(spellInfo->EquippedItemClass < 0)
return true;
+
// scan other equipped items for same requirements (mostly 2 daggers/etc)
// for optimize check 2 used cases only
switch(spellInfo->EquippedItemClass)
@@ -17047,28 +20048,34 @@ bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item cons
if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ))
if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
+
// shields can be equipped to offhand slot
if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
+
// ranged slot can have some armor subclasses
if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
+
break;
}
default:
sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
break;
}
+
return false;
}
+
bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
{
// don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
return true;
+
// Check no reagent use mask
flag96 noReagentMask;
noReagentMask[0] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1);
@@ -17076,14 +20083,17 @@ bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
noReagentMask[2] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2);
if (spellInfo->SpellFamilyFlags & noReagentMask)
return true;
+
return false;
}
+
void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
{
AuraMap& auras = GetAuras();
for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
{
Aura* aura = itr->second;
+
// skip passive (passive item dependent spells work in another way) and not self applied auras
SpellEntry const* spellInfo = aura->GetSpellProto();
if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
@@ -17091,21 +20101,25 @@ void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
++itr;
continue;
}
+
// skip if not item dependent or have alternative item
if(HasItemFitToSpellReqirements(spellInfo,pItem))
{
++itr;
continue;
}
+
// no alt item, remove aura, restart check
RemoveAura(itr);
}
+
// currently casted spells can be dependent from item
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
if (spell->getState()!=SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo,pItem) )
InterruptSpell(CurrentSpellTypes(i));
}
+
uint32 Player::GetResurrectionSpellId()
{
// search priceless resurrection possibilities
@@ -17130,6 +20144,7 @@ uint32 Player::GetResurrectionSpellId()
sLog.outError("Unhandled spell %u: S.Resurrection",(*itr)->GetId());
continue;
}
+
prio = 3;
}
// Twisting Nether // prio: 2 (max)
@@ -17139,19 +20154,24 @@ uint32 Player::GetResurrectionSpellId()
spell_id = 23700;
}
}
+
// Reincarnation (passive spell) // prio: 1 // Glyph of Renewed Life
if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasAura(58059) || HasItemCount(17030,1)))
spell_id = 21169;
+
return spell_id;
}
+
// Used in triggers for check "Only to targets that grant experience or honor" req
bool Player::isHonorOrXPTarget(Unit* pVictim)
{
uint32 v_level = pVictim->getLevel();
uint32 k_grey = Trinity::XP::GetGrayLevel(getLevel());
+
// Victim level less gray level
if(v_level<=k_grey)
return false;
+
if(pVictim->GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)pVictim)->isTotem() ||
@@ -17161,58 +20181,73 @@ bool Player::isHonorOrXPTarget(Unit* pVictim)
}
return true;
}
+
bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
{
bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
+
// prepare data for near group iteration (PvP and !PvP cases)
uint32 xp = 0;
bool honored_kill = false;
+
if(Group *pGroup = GetGroup())
{
uint32 count = 0;
uint32 sum_level = 0;
Player* member_with_max_level = NULL;
Player* not_gray_member_with_max_level = NULL;
+
pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
+
if(member_with_max_level)
{
// PvP kills doesn't yield experience
// also no XP gained if there is no member below gray level
xp = (PvP || !not_gray_member_with_max_level || GetVehicle()) ? 0 : Trinity::XP::Gain(not_gray_member_with_max_level, pVictim);
+
/// skip in check PvP case (for speed, not used)
bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
float group_rate = Trinity::XP::xp_in_group_rate(count,is_raid);
+
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* pGroupGuy = itr->getSource();
if(!pGroupGuy)
continue;
+
if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
continue; // member (alive or dead) or his corpse at req. distance
+
// honor can be in PvP and !PvP (racial leader) cases (for alive)
if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count, -1, true) && pGroupGuy==this)
honored_kill = true;
+
// xp and reputation only in !PvP case
if(!PvP)
{
float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
+
// if is in dungeon then all receive full reputation at kill
// rewarded any alive/dead/near_corpse group member
pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
+
// XP updated only for alive group member
if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
{
uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
+
// handle SPELL_AURA_MOD_XP_PCT auras
Unit::AuraEffectList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
for(Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
itr_xp = uint32(itr_xp*(1.0f + (*i)->GetAmount() / 100.0f));
+
pGroupGuy->GiveXP(itr_xp, pVictim);
if(Pet* pet = pGroupGuy->GetPet())
pet->GivePetXP(itr_xp/2);
}
+
// quest objectives updated only for alive group member or dead but with not released body
if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
{
@@ -17227,20 +20262,26 @@ bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
else // if (!pGroup)
{
xp = (PvP || GetVehicle()) ? 0 : Trinity::XP::Gain(this, pVictim);
+
// honor can be in PvP and !PvP (racial leader) cases
if(RewardHonor(pVictim,1, -1, true))
honored_kill = true;
+
// xp and reputation only in !PvP case
if(!PvP)
{
RewardReputation(pVictim,1);
+
// handle SPELL_AURA_MOD_XP_PCT auras
Unit::AuraEffectList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
for(Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
xp = uint32(xp*(1.0f + (*i)->GetAmount() / 100.0f));
+
GiveXP(xp, pVictim);
+
if(Pet* pet = GetPet())
pet->GivePetXP(xp);
+
// normal creature (not pet/etc) can be only in !PvP case
if(pVictim->GetTypeId()==TYPEID_UNIT)
KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID());
@@ -17248,9 +20289,11 @@ bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
}
return xp || honored_kill;
}
+
void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
{
uint64 creature_guid = pRewardSource->GetTypeId()==TYPEID_UNIT ? pRewardSource->GetGUID() : uint64(0);
+
// prepare data for near group iteration
if(Group *pGroup = GetGroup())
{
@@ -17259,8 +20302,10 @@ void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewar
Player* pGroupGuy = itr->getSource();
if(!pGroupGuy)
continue;
+
if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
continue; // member (alive or dead) or his corpse at req. distance
+
// quest objectives updated only for alive group member or dead but with not released body
if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
pGroupGuy->KilledMonsterCredit(creature_id, creature_guid);
@@ -17269,30 +20314,38 @@ void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewar
else // if (!pGroup)
KilledMonsterCredit(creature_id, creature_guid);
}
+
bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
{
const WorldObject* player = GetCorpse();
if(!player || isAlive())
player = this;
+
if(player->GetMapId() != pRewardSource->GetMapId() || player->GetInstanceId() != pRewardSource->GetInstanceId())
return false;
+
return pRewardSource->GetDistance(player) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
}
+
uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
{
Item* item = GetWeaponForAttack(attType,true);
+
// unarmed only with base attack
if(attType != BASE_ATTACK && !item)
return 0;
+
// weapon skill or (unarmed for base attack)
uint32 skill = item ? item->GetSkill() : uint32(SKILL_UNARMED);
return GetBaseSkillValue(skill);
}
+
void Player::ResurectUsingRequestData()
{
/// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
if(IS_PLAYER_GUID(m_resurrectGUID))
TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
+
//we cannot resurrect player when we triggered far teleport
//player will be resurrected upon teleportation
if(IsBeingTeleportedFar())
@@ -17300,19 +20353,26 @@ void Player::ResurectUsingRequestData()
ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER);
return;
}
+
ResurrectPlayer(0.0f,false);
+
if(GetMaxHealth() > m_resurrectHealth)
SetHealth( m_resurrectHealth );
else
SetHealth( GetMaxHealth() );
+
if(GetMaxPower(POWER_MANA) > m_resurrectMana)
SetPower(POWER_MANA, m_resurrectMana );
else
SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
+
SetPower(POWER_RAGE, 0 );
+
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
+
SpawnCorpseBones();
}
+
void Player::SetClientControl(Unit* target, uint8 allowMove)
{
WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
@@ -17322,6 +20382,7 @@ void Player::SetClientControl(Unit* target, uint8 allowMove)
if(target == this)
SetMover(this);
}
+
void Player::UpdateZoneDependentAuras( uint32 newZone )
{
// Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
@@ -17331,6 +20392,7 @@ void Player::UpdateZoneDependentAuras( uint32 newZone )
if( !HasAura(itr->second->spellId) )
CastSpell(this,itr->second->spellId,true);
}
+
void Player::UpdateAreaDependentAuras( uint32 newArea )
{
// remove auras from spells with area limitations
@@ -17342,12 +20404,14 @@ void Player::UpdateAreaDependentAuras( uint32 newArea )
else
++iter;
}
+
// some auras applied at subzone enter
SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea);
for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if(itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea))
if( !HasAura(itr->second->spellId) )
CastSpell(this,itr->second->spellId,true);
+
if(newArea == 4273 && GetVehicle() && GetPositionX() > 400) // Ulduar
{
switch(GetVehicleBase()->GetEntry())
@@ -17360,6 +20424,7 @@ void Player::UpdateAreaDependentAuras( uint32 newArea )
}
}
}
+
uint32 Player::GetCorpseReclaimDelay(bool pvp) const
{
if(pvp)
@@ -17369,18 +20434,22 @@ uint32 Player::GetCorpseReclaimDelay(bool pvp) const
}
else if(!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
return 0;
+
time_t now = time(NULL);
// 0..2 full period
// should be ceil(x)-1 but not floor(x)
uint32 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now)/DEATH_EXPIRE_STEP : 0;
return copseReclaimDelay[count];
}
+
void Player::UpdateCorpseReclaimDelay()
{
bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
+
if ((pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
(!pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ))
return;
+
time_t now = time(NULL);
if(now < m_deathExpireTime)
{
@@ -17394,21 +20463,25 @@ void Player::UpdateCorpseReclaimDelay()
else
m_deathExpireTime = now+DEATH_EXPIRE_STEP;
}
+
void Player::SendCorpseReclaimDelay(bool load)
{
Corpse* corpse = GetCorpse();
if(load && !corpse)
return;
+
bool pvp;
if(corpse)
pvp = (corpse->GetType() == CORPSE_RESURRECTABLE_PVP);
else
pvp = (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH);
+
uint32 delay;
if(load)
{
if(corpse->GetGhostTime() > m_deathExpireTime)
return;
+
uint32 count;
if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
!pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
@@ -17419,59 +20492,77 @@ void Player::SendCorpseReclaimDelay(bool load)
}
else
count=0;
+
time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
+
time_t now = time(NULL);
if(now >= expected_time)
return;
+
delay = expected_time-now;
}
else
delay = GetCorpseReclaimDelay(pvp);
+
if(!delay) return;
+
//! corpse reclaim delay 30 * 1000ms or longer at often deaths
WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
data << uint32(delay*IN_MILISECONDS);
GetSession()->SendPacket( &data );
}
+
Player* Player::GetNextRandomRaidMember(float radius)
{
Group *pGroup = GetGroup();
if(!pGroup)
return NULL;
+
std::vector<Player*> nearMembers;
nearMembers.reserve(pGroup->GetMembersCount());
+
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* Target = itr->getSource();
+
// IsHostileTo check duel and controlled by enemy
if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
!Target->HasInvisibilityAura() && !IsHostileTo(Target) )
nearMembers.push_back(Target);
}
+
if (nearMembers.empty())
return NULL;
+
uint32 randTarget = urand(0,nearMembers.size()-1);
return nearMembers[randTarget];
}
+
PartyResult Player::CanUninviteFromGroup() const
{
const Group* grp = GetGroup();
if(!grp)
return PARTY_RESULT_YOU_NOT_IN_GROUP;
+
if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
return PARTY_RESULT_YOU_NOT_LEADER;
+
if(InBattleGround())
return PARTY_RESULT_INVITE_RESTRICTED;
+
return PARTY_RESULT_OK;
}
+
void Player::SetBattleGroundRaid(Group* group, int8 subgroup)
{
//we must move references from m_group to m_originalGroup
SetOriginalGroup(GetGroup(), GetSubGroup());
+
m_group.unlink();
m_group.link(group, this);
m_group.setSubGroup((uint8)subgroup);
}
+
void Player::RemoveFromBattleGroundRaid()
{
//remove existing reference
@@ -17483,6 +20574,7 @@ void Player::RemoveFromBattleGroundRaid()
}
SetOriginalGroup(NULL);
}
+
void Player::SetOriginalGroup(Group *group, int8 subgroup)
{
if( group == NULL )
@@ -17495,6 +20587,7 @@ void Player::SetOriginalGroup(Group *group, int8 subgroup)
m_originalGroup.setSubGroup((uint8)subgroup);
}
}
+
void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
{
LiquidData liquid_status;
@@ -17507,6 +20600,7 @@ void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
m_MirrorTimerFlags|=UNDERWATER_INWATER;
return;
}
+
// All liquids type - check under water position
if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME))
{
@@ -17515,11 +20609,13 @@ void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
else
m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
}
+
// Allow travel in dark water on taxi or transport
if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !isInFlight() && !GetTransport())
m_MirrorTimerFlags |= UNDERWARER_INDARKWATER;
else
m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER;
+
// in lava check, anywhere in lava level
if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA)
{
@@ -17537,20 +20633,25 @@ void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
}
}
+
void Player::SetCanParry( bool value )
{
if(m_canParry==value)
return;
+
m_canParry = value;
UpdateParryPercentage();
}
+
void Player::SetCanBlock( bool value )
{
if(m_canBlock==value)
return;
+
m_canBlock = value;
UpdateBlockPercentage();
}
+
bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
{
for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
@@ -17558,9 +20659,11 @@ bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
return true;
return false;
}
+
//***********************************
//-------------TRINITY---------------
//***********************************
+
void Player::StopCastingBindSight()
{
if(WorldObject* target = GetViewpoint())
@@ -17573,43 +20676,53 @@ void Player::StopCastingBindSight()
}
}
}
+
void Player::SetViewpoint(WorldObject* target, bool apply)
{
if(apply)
{
sLog.outDebug("Player::CreateViewpoint: Player %s create seer %u (TypeId: %u).", GetName(), target->GetEntry(), target->GetTypeId());
+
if(!AddUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
{
sLog.outCrash("Player::CreateViewpoint: Player %s cannot add new viewpoint!", GetName());
return;
}
+
// farsight dynobj or puppet may be very far away
UpdateVisibilityOf(target);
+
if(target->isType(TYPEMASK_UNIT) && !GetVehicle())
((Unit*)target)->AddPlayerToVision(this);
}
else
{
sLog.outDebug("Player::CreateViewpoint: Player %s remove seer", GetName());
+
if(!RemoveUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
{
sLog.outCrash("Player::CreateViewpoint: Player %s cannot remove current viewpoint!", GetName());
return;
}
+
if(target->isType(TYPEMASK_UNIT) && !GetVehicle())
((Unit*)target)->RemovePlayerFromVision(this);
+
//must immediately set seer back otherwise may crash
m_seer = this;
+
//WorldPacket data(SMSG_CLEAR_FAR_SIGHT_IMMEDIATE, 0);
//GetSession()->SendPacket(&data);
}
}
+
WorldObject* Player::GetViewpoint() const
{
if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
return (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_SEER);
return NULL;
}
+
bool Player::CanUseBattleGroundObject()
{
// TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
@@ -17626,6 +20739,7 @@ bool Player::CanUseBattleGroundObject()
isAlive() // live player
);
}
+
bool Player::CanCaptureTowerPoint()
{
return ( !HasStealthAura() && // not stealthed
@@ -17633,36 +20747,50 @@ bool Player::CanCaptureTowerPoint()
isAlive() // live player
);
}
+
uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
{
uint32 level = getLevel();
+
if(level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL; // max level in this dbc
+
uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
+
if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
return 0;
+
GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
+
if(!bsc) // shouldn't happen
return 0xFFFFFFFF;
+
float cost = 0;
+
if(hairstyle != newhairstyle)
cost += bsc->cost; // full price
+
if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
cost += bsc->cost * 0.5f; // +1/2 of price
+
if(facialhair != newfacialhair)
cost += bsc->cost * 0.75f; // +3/4 of price
+
return uint32(cost);
}
+
void Player::InitGlyphsForLevel()
{
for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
if(gs->Order)
SetGlyphSlot(gs->Order - 1, gs->Id);
+
uint32 level = getLevel();
uint32 value = 0;
+
// 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
if(level >= 15)
value |= (0x01 | 0x02);
@@ -17674,11 +20802,14 @@ void Player::InitGlyphsForLevel()
value |= 0x10;
if(level >= 80)
value |= 0x20;
+
SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
}
+
bool Player::isTotalImmune()
{
AuraEffectList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);
+
uint32 immuneMask = 0;
for(AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
{
@@ -17688,39 +20819,48 @@ bool Player::isTotalImmune()
}
return false;
}
+
bool Player::HasTitle(uint32 bitIndex)
{
if (bitIndex > MAX_TITLE_INDEX)
return false;
+
uint32 fieldIndexOffset = bitIndex / 32;
uint32 flag = 1 << (bitIndex % 32);
return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}
+
void Player::SetTitle(CharTitlesEntry const* title, bool lost)
{
uint32 fieldIndexOffset = title->bit_index / 32;
uint32 flag = 1 << (title->bit_index % 32);
+
if(lost)
{
if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
return;
+
RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}
else
{
if(HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
return;
+
SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}
+
WorldPacket data(SMSG_TITLE_EARNED, 4 + 4);
data << uint32(title->bit_index);
data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost
GetSession()->SendPacket(&data);
}
+
/*-----------------------TRINITY--------------------------*/
bool Player::isTotalImmunity()
{
AuraEffectList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);
+
for(AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
{
if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_ALL) !=0) // total immunity
@@ -17740,10 +20880,12 @@ bool Player::isTotalImmunity()
}
return false;
}
+
void Player::UpdateCharmedAI()
{
//This should only called in Player::Update
Creature *charmer = (Creature*)GetCharmer();
+
//kill self if charm aura has infinite duration
if(charmer->IsInEvadeMode())
{
@@ -17755,26 +20897,32 @@ void Player::UpdateCharmedAI()
return;
}
}
+
if(!charmer->isInCombat())
GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+
Unit *target = getVictim();
if(!target || !charmer->canAttack(target))
{
target = charmer->SelectNearestTarget();
if(!target)
return;
+
GetMotionMaster()->MoveChase(target);
Attack(target, true);
}
}
+
void Player::ConvertRune(uint8 index, RuneType newType)
{
SetCurrentRune(index, newType);
+
WorldPacket data(SMSG_CONVERT_RUNE, 2);
data << uint8(index);
data << uint8(newType);
GetSession()->SendPacket(&data);
}
+
void Player::ResyncRunes(uint8 count)
{
WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
@@ -17785,12 +20933,14 @@ void Player::ResyncRunes(uint8 count)
}
GetSession()->SendPacket(&data);
}
+
void Player::AddRunePower(uint8 index)
{
WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
data << uint32(1 << index); // mask (0x00-0x3F probably)
GetSession()->SendPacket(&data);
}
+
static RuneType runeSlotTypes[MAX_RUNES] = {
/*0*/ RUNE_BLOOD,
/*1*/ RUNE_BLOOD,
@@ -17799,13 +20949,17 @@ static RuneType runeSlotTypes[MAX_RUNES] = {
/*4*/ RUNE_FROST,
/*5*/ RUNE_FROST
};
+
void Player::InitRunes()
{
if(getClass() != CLASS_DEATH_KNIGHT)
return;
+
m_runes = new Runes;
+
m_runes->runeState = 0;
m_runes->lastUsedRune = RUNE_BLOOD;
+
for(uint32 i = 0; i < MAX_RUNES; ++i)
{
SetBaseRune(i, runeSlotTypes[i]); // init base types
@@ -17813,24 +20967,30 @@ void Player::InitRunes()
SetRuneCooldown(i, 0); // reset cooldowns
m_runes->SetRuneState(i);
}
+
for(uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
}
+
bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const
{
for(uint32 i = 0; i < MAX_RUNES; ++i)
if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0)
return false;
+
return true;
}
+
void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
{
Loot loot;
loot.FillLoot (loot_id,store,this,true);
+
uint32 max_slot = loot.GetMaxSlotInLootFor(this);
for(uint32 i = 0; i < max_slot; ++i)
{
LootItem* lootItem = loot.LootItemInSlot(i,this);
+
ItemPosCountVec dest;
uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
if(msg != EQUIP_ERR_OK && slot != NULL_SLOT)
@@ -17842,50 +21002,65 @@ void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore cons
SendEquipError( msg, NULL, NULL );
continue;
}
+
Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
SendNewItem(pItem, lootItem->count, false, false, broadcast);
}
}
+
uint32 Player::CalculateTalentsPoints() const
{
uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9;
+
if(getClass() != CLASS_DEATH_KNIGHT || GetMapId() != 609)
return uint32(base_talent * sWorld.getRate(RATE_TALENT));
+
uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55;
talentPointsForLevel += m_questRewardTalentCount;
+
if(talentPointsForLevel > base_talent)
talentPointsForLevel = base_talent;
+
return uint32(talentPointsForLevel * sWorld.getRate(RATE_TALENT));
}
+
bool Player::IsKnowHowFlyIn(uint32 mapid, uint32 zone) const
{
// continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone);
return v_map != 571 || HasSpell(54197) && zone != 4197; // Cold Weather Flying
}
+
void Player::learnSpellHighRank(uint32 spellid)
{
learnSpell(spellid,false);
+
if(uint32 next = spellmgr.GetNextSpellInChain(spellid))
learnSpellHighRank(next);
}
+
void Player::_LoadSkills()
{
// Note: skill data itself loaded from `data` field. This is only cleanup part of load
+
// reset skill modifiers and set correct unlearn flags
for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
{
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
+
// set correct unlearn bit
uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
if(!id) continue;
+
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
if(!pSkill) continue;
+
// enable unlearn button for primary professions only
if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
else
SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
+
// set fixed skill ranges
switch(GetSkillRangeType(pSkill,false))
{
@@ -17898,9 +21073,11 @@ void Player::_LoadSkills()
default:
break;
}
+
uint32 vskill = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
learnSkillRewardedSpells(id, vskill);
}
+
// special settings
if(getClass()==CLASS_DEATH_KNIGHT)
{
@@ -17910,6 +21087,7 @@ void Player::_LoadSkills()
uint32 base_skill = (base_level-1)*5; // 270 at starting level 55
if(base_skill < 1)
base_skill = 1; // skill mast be known and then > 0 in any case
+
if(GetPureSkillValue (SKILL_FIRST_AID) < base_skill)
SetSkill(SKILL_FIRST_AID,base_skill, base_skill);
if(GetPureSkillValue (SKILL_AXES) < base_skill)
@@ -17928,6 +21106,7 @@ void Player::_LoadSkills()
SetSkill(SKILL_UNARMED, base_skill,base_skill);
}
}
+
uint32 Player::GetPhaseMaskForSpawn() const
{
uint32 phase = PHASEMASK_NORMAL;
@@ -17939,17 +21118,22 @@ uint32 Player::GetPhaseMaskForSpawn() const
if(!phases.empty())
phase = phases.front()->GetMiscValue();
}
+
// some aura phases include 1 normal map in addition to phase itself
if(uint32 n_phase = phase & ~PHASEMASK_NORMAL)
return n_phase;
+
return PHASEMASK_NORMAL;
}
+
uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
{
ItemPrototype const* pProto = pItem->GetProto();
+
// proto based limitations
if(uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count))
return res;
+
// check unique-equipped on gems
for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
{
@@ -17959,17 +21143,22 @@ uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) c
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!enchantEntry)
continue;
+
ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
if(!pGem)
continue;
+
// include for check equip another gems with same limit category for not equipped item (and then not counted)
uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
+
if(uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count))
return res;
}
+
return EQUIP_ERR_OK;
}
+
uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
{
// check unique-equipped on item
@@ -17979,25 +21168,31 @@ uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_s
if(HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot))
return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
}
+
// check unique-equipped limit
if (itemProto->ItemLimitCategory)
{
ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
if(!limitEntry)
return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
+
if(limit_count > limitEntry->maxCount)
return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; // attempt add too many limit category items (gems)
+
// there is an equip limit on this item
if(HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot))
return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
}
+
return EQUIP_ERR_OK;
}
+
void Player::HandleFall(MovementInfo const& movementInfo)
{
// calculate total z distance of the fall
float z_diff = m_lastFallZ - movementInfo.z;
//sLog.outDebug("zDiff = %f", z_diff);
+
//Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
// 14.57 can be calculated by resolving damageperc formula below to 0
if (z_diff >= 14.57f && !isDead() && !isGameMaster() &&
@@ -18006,55 +21201,74 @@ void Player::HandleFall(MovementInfo const& movementInfo)
{
//Safe fall, fall height reduction
int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
+
float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
+
if(damageperc >0 )
{
uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL));
+
float height = movementInfo.z;
UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
+
if (damage > 0)
{
//Prevent fall damage from being more than the player maximum health
if (damage > GetMaxHealth())
damage = GetMaxHealth();
+
// Gust of Wind
if (HasAura(43621))
damage = GetMaxHealth()/2;
+
uint32 original_health = GetHealth();
uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
+
// recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
if (isAlive() && final_damage < original_health)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
}
+
//Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
}
}
}
+
void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ )
{
GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1, miscvalue2, unit, time);
}
+
void Player::CompletedAchievement(AchievementEntry const* entry)
{
GetAchievementMgr().CompletedAchievement(entry);
}
+
void Player::LearnTalent(uint32 talentId, uint32 talentRank)
{
uint32 CurTalentPoints = GetFreeTalentPoints();
+
if(CurTalentPoints == 0)
return;
+
if (talentRank >= MAX_TALENT_RANK)
return;
+
TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId );
+
if(!talentInfo)
return;
+
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
+
if(!talentTabInfo)
return;
+
// prevent learn talent for different class (cheating)
if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
return;
+
// find current max talent rank (0~5)
uint8 curtalent_maxrank = 0; // 0 = not learned any rank
for(int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
@@ -18065,12 +21279,15 @@ void Player::LearnTalent(uint32 talentId, uint32 talentRank)
break;
}
}
+
// we already have same or higher talent rank learned
if(curtalent_maxrank >= (talentRank + 1))
return;
+
// check if we have enough talent points
if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
return;
+
// Check if it requires another talent
if (talentInfo->DependsOn > 0)
{
@@ -18087,8 +21304,10 @@ void Player::LearnTalent(uint32 talentId, uint32 talentRank)
return;
}
}
+
// Find out how many points we have in this field
uint32 spentPoints = 0;
+
uint32 tTab = talentInfo->TalentTab;
if (talentInfo->Row > 0)
{
@@ -18115,9 +21334,11 @@ void Player::LearnTalent(uint32 talentId, uint32 talentRank)
}
}
}
+
// not have required min points spent in talent tree
if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
return;
+
// spell not set in talent.dbc
uint32 spellid = talentInfo->RankID[talentRank];
if( spellid == 0 )
@@ -18125,45 +21346,66 @@ void Player::LearnTalent(uint32 talentId, uint32 talentRank)
sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
return;
}
+
// already known
if(HasSpell(spellid))
return;
+
// learn! (other talent ranks will unlearned at learning)
learnSpell(spellid, false);
AddTalent(spellid, m_activeSpec, true);
+
sLog.outDetail("TalentID: %u Rank: %u Spell: %u Spec: %u\n", talentId, talentRank, spellid, m_activeSpec);
+
// update free talent points
SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
}
+
void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
{
Pet *pet = GetPet();
+
if(!pet)
return;
+
if(petGuid != pet->GetGUID())
return;
+
uint32 CurTalentPoints = pet->GetFreeTalentPoints();
+
if(CurTalentPoints == 0)
return;
+
if (talentRank >= MAX_PET_TALENT_RANK)
return;
+
TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
+
if(!talentInfo)
return;
+
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
+
if(!talentTabInfo)
return;
+
CreatureInfo const *ci = pet->GetCreatureInfo();
+
if(!ci)
return;
+
CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
+
if(!pet_family)
return;
+
if(pet_family->petTalentType < 0) // not hunter pet
return;
+
// prevent learn talent for different family (cheating)
if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
return;
+
// find current max talent rank (0~5)
uint8 curtalent_maxrank = 0; // 0 = not learned any rank
for(int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
@@ -18174,12 +21416,15 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
break;
}
}
+
// we already have same or higher talent rank learned
if(curtalent_maxrank >= (talentRank + 1))
return;
+
// check if we have enough talent points
if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
return;
+
// Check if it requires another talent
if (talentInfo->DependsOn > 0)
{
@@ -18196,8 +21441,10 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
return;
}
}
+
// Find out how many points we have in this field
uint32 spentPoints = 0;
+
uint32 tTab = talentInfo->TalentTab;
if (talentInfo->Row > 0)
{
@@ -18224,9 +21471,11 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
}
}
}
+
// not have required min points spent in talent tree
if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
return;
+
// spell not set in talent.dbc
uint32 spellid = talentInfo->RankID[talentRank];
if( spellid == 0 )
@@ -18234,15 +21483,19 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
return;
}
+
// already known
if(pet->HasSpell(spellid))
return;
+
// learn! (other talent ranks will unlearned at learning)
pet->learnSpell(spellid);
sLog.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
+
// update free talent points
pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
}
+
void Player::UpdateKnownCurrencies(uint32 itemId, bool apply)
{
if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId))
@@ -18253,54 +21506,69 @@ void Player::UpdateKnownCurrencies(uint32 itemId, bool apply)
RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
}
}
+
void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcode )
{
if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <=minfo.z || opcode == MSG_MOVE_FALL_LAND)
SetFallInformation(minfo.fallTime, minfo.z);
}
+
void Player::UnsummonPetTemporaryIfAny()
{
Pet* pet = GetPet();
if(!pet)
return;
+
if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() )
{
m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL);
}
+
RemovePet(pet, PET_SAVE_AS_CURRENT);
}
+
void Player::ResummonPetTemporaryUnSummonedIfAny()
{
if(!m_temporaryUnsummonedPetNumber)
return;
+
// not resummon in not appropriate state
if(IsPetNeedBeTemporaryUnsummoned())
return;
+
if(GetPetGUID())
return;
+
Pet* NewPet = new Pet(this);
if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
delete NewPet;
+
m_temporaryUnsummonedPetNumber = 0;
}
+
bool Player::canSeeSpellClickOn(Creature const *c) const
{
if(!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
return false;
+
SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(c->GetEntry());
if(clickPair.first == clickPair.second)
return true;
+
for(SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
if(itr->second.IsFitToRequirements(this, c))
return true;
+
return false;
}
+
void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
{
*data << uint32(GetFreeTalentPoints()); // unspentTalentPoints
*data << uint8(m_specsCount); // talent group count (0, 1 or 2)
*data << uint8(m_activeSpec); // talent group index (0 or 1)
+
if(m_specsCount)
{
// loop through all specs (only 1 for now)
@@ -18309,19 +21577,24 @@ void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
uint8 talentIdCount = 0;
size_t pos = data->wpos();
*data << uint8(talentIdCount); // [PH], talentIdCount
+
// find class talent tabs (all players have 3 talent tabs)
uint32 const* talentTabIds = GetTalentTabPages(getClass());
+
for(uint8 i = 0; i < 3; ++i)
{
uint32 talentTabId = talentTabIds[i];
+
for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if(!talentInfo)
continue;
+
// skip another tab talents
if(talentInfo->TalentTab != talentTabId)
continue;
+
// find max talent rank (0~4)
int8 curtalent_maxrank = -1;
for(int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
@@ -18332,55 +21605,73 @@ void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
break;
}
}
+
// not learned talent
if(curtalent_maxrank < 0)
continue;
+
*data << uint32(talentInfo->TalentID); // Talent.dbc
*data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
+
++talentIdCount;
}
}
+
data->put<uint8>(pos, talentIdCount); // put real count
+
*data << uint8(MAX_GLYPH_SLOT_INDEX); // glyphs count
+
for(uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
*data << uint16(m_Glyphs[specIdx][i]); // GlyphProperties.dbc
}
}
}
+
void Player::BuildPetTalentsInfoData(WorldPacket *data)
{
uint32 unspentTalentPoints = 0;
size_t pointsPos = data->wpos();
*data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints
+
uint8 talentIdCount = 0;
size_t countPos = data->wpos();
*data << uint8(talentIdCount); // [PH], talentIdCount
+
Pet *pet = GetPet();
if(!pet)
return;
+
unspentTalentPoints = pet->GetFreeTalentPoints();
+
data->put<uint32>(pointsPos, unspentTalentPoints); // put real points
+
CreatureInfo const *ci = pet->GetCreatureInfo();
if(!ci)
return;
+
CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
if(!pet_family || pet_family->petTalentType < 0)
return;
+
for(uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
{
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId );
if(!talentTabInfo)
continue;
+
if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
continue;
+
for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if(!talentInfo)
continue;
+
// skip another tab talents
if(talentInfo->TalentTab != talentTabId)
continue;
+
// find max talent rank (0~4)
int8 curtalent_maxrank = -1;
for(int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
@@ -18391,17 +21682,23 @@ void Player::BuildPetTalentsInfoData(WorldPacket *data)
break;
}
}
+
// not learned talent
if(curtalent_maxrank < 0)
continue;
+
*data << uint32(talentInfo->TalentID); // Talent.dbc
*data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
+
++talentIdCount;
}
+
data->put<uint8>(countPos, talentIdCount); // put real count
+
break;
}
}
+
void Player::SendTalentsInfoData(bool pet)
{
WorldPacket data(SMSG_TALENTS_INFO, 50);
@@ -18412,37 +21709,51 @@ void Player::SendTalentsInfoData(bool pet)
BuildPlayerTalentsInfoData(&data);
GetSession()->SendPacket(&data);
}
+
void Player::BuildEnchantmentsInfoData(WorldPacket *data)
{
uint32 slotUsedMask = 0;
size_t slotUsedMaskPos = data->wpos();
*data << uint32(slotUsedMask); // slotUsedMask < 0x80000
+
for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+
if(!item)
continue;
+
slotUsedMask |= (1 << i);
+
*data << uint32(item->GetEntry()); // item entry
+
uint16 enchantmentMask = 0;
size_t enchantmentMaskPos = data->wpos();
*data << uint16(enchantmentMask); // enchantmentMask < 0x1000
+
for(uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
{
uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));
+
if(!enchId)
continue;
+
enchantmentMask |= (1 << j);
+
*data << uint16(enchId); // enchantmentId?
}
+
data->put<uint16>(enchantmentMaskPos, enchantmentMask);
+
*data << uint16(0); // unknown
data->appendPackGUID(item->GetUInt64Value(ITEM_FIELD_CREATOR)); // item creator
*data << uint32(0); // seed?
}
+
data->put<uint32>(slotUsedMaskPos, slotUsedMask);
}
+
void Player::SendEquipmentSetList()
{
uint32 count = 0;
@@ -18459,16 +21770,19 @@ void Player::SendEquipmentSetList()
data << itr->second.IconName;
for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
data.appendPackGUID(MAKE_NEW_GUID(itr->second.Items[i], 0, HIGHGUID_ITEM));
+
++count; // client have limit but it checked at loading and set
}
data.put<uint32>(count_pos, count);
GetSession()->SendPacket(&data);
}
+
void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset)
{
if(eqset.Guid != 0)
{
bool found = false;
+
for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
{
if((itr->second.Guid == eqset.Guid) && (itr->first == index))
@@ -18477,25 +21791,33 @@ void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset)
break;
}
}
+
if(!found) // something wrong...
{
sLog.outError("Player %s tried to save equipment set "UI64FMTD" (index %u), but that equipment set not found!", GetName(), eqset.Guid, index);
return;
}
}
+
EquipmentSet& eqslot = m_EquipmentSets[index];
+
EquipmentSetUpdateState old_state = eqslot.state;
+
eqslot = eqset;
+
if(eqset.Guid == 0)
{
eqslot.Guid = objmgr.GenerateEquipmentSetGuid();
+
WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1);
data << uint32(index);
data.appendPackGUID(eqslot.Guid);
GetSession()->SendPacket(&data);
}
+
eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
}
+
void Player::_SaveEquipmentSets()
{
for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();)
@@ -18528,6 +21850,7 @@ void Player::_SaveEquipmentSets()
}
}
}
+
void Player::_SaveBGData()
{
CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
@@ -18539,6 +21862,7 @@ void Player::_SaveBGData()
m_bgData.joinPos.GetOrientation(), m_bgData.joinPos.GetMapId(), m_bgData.taxiPath[0], m_bgData.taxiPath[1], m_bgData.mountSpell);
}
}
+
void Player::DeleteEquipmentSet(uint64 setGuid)
{
for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
@@ -18553,12 +21877,15 @@ void Player::DeleteEquipmentSet(uint64 setGuid)
}
}
}
+
void Player::RemoveAtLoginFlag( AtLoginFlags f, bool in_db_also /*= false*/ )
{
m_atLoginFlags &= ~f;
+
if(in_db_also)
CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow());
}
+
void Player::SendClearCooldown( uint32 spell_id, Unit* target )
{
WorldPacket data(SMSG_CLEAR_COOLDOWN, 4+8);
@@ -18566,6 +21893,7 @@ void Player::SendClearCooldown( uint32 spell_id, Unit* target )
data << uint64(target->GetGUID());
SendDirectMessage(&data);
}
+
void Player::ResetMap()
{
// this may be called during Map::Update
@@ -18577,31 +21905,39 @@ void Player::ResetMap()
Unit::ResetMap();
GetMapRef().unlink();
}
+
void Player::SetMap(Map * map)
{
Unit::SetMap(map);
m_mapRef.link(map, this);
}
+
void Player::_LoadGlyphs(QueryResult *result)
{
// SetPQuery(PLAYER_LOGIN_QUERY_LOADGLYPHS, "SELECT spec, glyph1, glyph2, glyph3, glyph4, glyph5, glyph6 from character_glyphs WHERE guid = '%u'", GUID_LOPART(m_guid));
if (!result)
return;
+
do
{
Field *fields = result->Fetch();
+
uint8 spec = fields[0].GetUInt8();
if (spec >= m_specsCount)
continue;
+
m_Glyphs[spec][0] = fields[1].GetUInt32();
m_Glyphs[spec][1] = fields[2].GetUInt32();
m_Glyphs[spec][2] = fields[3].GetUInt32();
m_Glyphs[spec][3] = fields[4].GetUInt32();
m_Glyphs[spec][4] = fields[5].GetUInt32();
m_Glyphs[spec][5] = fields[6].GetUInt32();
+
} while (result->NextRow());
+
delete result;
}
+
void Player::_SaveGlyphs()
{
CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid='%u'",GetGUIDLow());
@@ -18611,6 +21947,7 @@ void Player::_SaveGlyphs()
GetGUIDLow(), spec, m_Glyphs[spec][0], m_Glyphs[spec][1], m_Glyphs[spec][2], m_Glyphs[spec][3], m_Glyphs[spec][4], m_Glyphs[spec][5]);
}
}
+
void Player::_LoadTalents(QueryResult *result)
{
// SetPQuery(PLAYER_LOGIN_QUERY_LOADTALENTS, "SELECT spell, spec FROM character_talent WHERE guid = '%u'", GUID_LOPART(m_guid));
@@ -18619,12 +21956,15 @@ void Player::_LoadTalents(QueryResult *result)
do
{
Field *fields = result->Fetch();
+
AddTalent(fields[0].GetUInt32(), fields[1].GetUInt32(), false);
}
while( result->NextRow() );
+
delete result;
}
}
+
void Player::_SaveTalents()
{
for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
@@ -18633,8 +21973,10 @@ void Player::_SaveTalents()
{
if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' and spell = '%u' and spec = '%u'", GetGUIDLow(), itr->first, itr->second->spec);
+
if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
CharacterDatabase.PExecute("INSERT INTO character_talent (guid,spell,spec) VALUES ('%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->spec);
+
if (itr->second->state == PLAYERSPELL_REMOVED)
{
delete itr->second;
@@ -18648,10 +21990,12 @@ void Player::_SaveTalents()
}
}
}
+
void Player::UpdateSpecCount(uint8 count)
{
if(GetSpecsCount() == count)
return;
+
if(count == MIN_TALENT_SPECS)
{
_SaveActions(); // make sure the button list is cleaned up
@@ -18672,57 +22016,76 @@ void Player::UpdateSpecCount(uint8 count)
{
return;
}
+
SetSpecsCount(count);
+
SendTalentsInfoData(false);
}
+
void Player::ActivateSpec(uint8 spec)
{
if (GetActiveSpec() == spec)
return;
+
if (GetSpecsCount() != MAX_TALENT_SPECS)
return;
+
if (GetMap()->IsBattleGround() && !HasAura(44521)) // In BattleGround with no Preparation buff
return;
+
RemoveAllAuras(this->GetGUID(), NULL, false, true); // remove all positive auras (ie: buffs from another spec)
+
_SaveActions();
+
UnsummonPetTemporaryIfAny();
+
uint32 const* talentTabIds = GetTalentTabPages(getClass());
+
for (uint8 i = 0; i < 3; ++i)
{
uint32 talentTabId = talentTabIds[i];
+
for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if (!talentInfo)
continue;
+
// skip another tab talents
if (talentInfo->TalentTab != talentTabId)
continue;
+
// remove all talent ranks, starting at highest rank
for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
if (talentInfo->RankID[rank] != 0 && HasTalent(talentInfo->RankID[rank], m_activeSpec))
removeSpell(talentInfo->RankID[rank], true);
}
}
+
// set glyphs
for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
// remove secondary glyph
if (uint32 oldglyph = m_Glyphs[m_activeSpec][slot])
if (GlyphPropertiesEntry const *old_gp = sGlyphPropertiesStore.LookupEntry(oldglyph))
RemoveAurasDueToSpell(old_gp->SpellId);
+
SetActiveSpec(spec);
uint32 spentTalents = 0;
+
for (uint8 i = 0; i < 3; ++i)
{
uint32 talentTabId = talentTabIds[i];
+
for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if (!talentInfo)
continue;
+
// skip another tab talents
if (talentInfo->TalentTab != talentTabId)
continue;
+
// learn highest talent rank that exists in newly activated spec
for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
{
@@ -18734,28 +22097,37 @@ void Player::ActivateSpec(uint8 spec)
}
}
}
+
// set glyphs
- for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
+ for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
{
uint32 glyph = m_Glyphs[m_activeSpec][slot];
+
// apply primary glyph
if (glyph)
if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
CastSpell(this, gp->SpellId, true);
+
SetGlyph(slot, glyph);
}
+
m_usedTalentCount = spentTalents;
InitTalentForLevel();
+
m_actionButtons.clear();
if (QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' AND spec = '%u' ORDER BY button", GetGUIDLow(), m_activeSpec))
_LoadActions(result, false);
+
ResummonPetTemporaryUnSummonedIfAny();
SendActionButtons(1);
+
Powers pw = getPowerType();
if (pw != POWER_MANA)
SetPower(POWER_MANA, 0); // what on earth is this for?!
+
SetPower(pw, 0);
}
+
void Player::SetReputation(uint32 factionentry, uint32 value)
{
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(factionentry),value);